<worn on head> a brutal ruby coif
<worn on eyes> goggles of the tinkerer [superior] (glowing)
<worn in ear> a gnomish ear amplifier
<worn in ear> a mithril and gold earring [superior]
<worn on face> a copper mask
<worn around neck> a sapphire and amethyst necklace [poor]
<worn about waist> an elfskin belt
<worn on belt buckle>a quill
<attached to belt> a slender elven shortsword [poor] (glowing)
<attached to belt> a silver-threaded satchel (illuminating)
<worn on finger> a silver ring encrusted with a black sapphire [poor] (humming)
<primary weapon> an amber-colored rod
The Realm of Barovia Continued (neutral)
The Hall of the Ancients (neutral)
The Bronze Citadel (neutral)
Ny'Neth's Stronghold Continued (neutral)
Negative Material Plane (neutral)
Celestial Plane (neutral)
The 222nd Layer of the Abyss (slightly evil)
Castle Ravenloft (slightly evil)
* = already completed this boot.
Epic Zones -----------------------------------------
Heaven (neutral)
The Twisting Tunnels of the Durian Underdark (neutral)
Arcorar - the Great King Forest (neutral)
Court of the Muse (neutral)
The Battlefield (neutral)
The Swamp Laboratory of Khul'Lor (extremely evil)
*Clan Stoutdorf Settlement (pure evil)
*Kobold Settlement (pure evil)
The High Moor Forest (very good)
*The Stone Tomb of Kelek (slightly evil)
*Orrak (pure evil)
Pits of Cerberus (good)
Myrloch Vale (neutral)
Pharr Valley Swamp (neutral)
*Village of Werrun (extremely evil)
Nizari (neutral)
The Dark Stone Tower of the Northern Realms (neutral)
Tower of High Sorcery (very evil)
Bloodstone Keep (neutral)
The Temple of the Sun (neutral)
The Elemental Groves (neutral)
Temple of Flames (neutral)
Drustl's Yerdonia Enslaved (neutral)
The Obsidian Citadel (neutral)
The Ruins of Undermountain (neutral)
The Mountain of the Banished (neutral)
Nakral's Crypt (neutral)
The Outcasts Tower (slightly good)
*Fort Boyard (evil)
Crystalspyre Mountains (neutral)
The Prisons of Carthapia (neutral)
Faerie Realm (neutral)
The Ruins of Tharnadia's Old Quarter (neutral)
The Fields Between (neutral)
*The Githyanki Fortress (evil)
Labyrinth of No Return (neutral)
The Desert City of Venan'Trut (neutral)
Rogue Plains (neutral)
City of Torrhan (neutral)
The Lair of the Swamp Troll King (neutral)
Zalkapfaan, City of the Headless Horde (neutral)
New Cave city (slightly evil)
< 201h/201H 121v/121V Pos: standing >
Score information for Gronka
Level: 43 Race: Grey Elf Class: Summoner / Controller Sex: Male
Hit points: 201(201) Moves: 121(121)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Coins in bank: 1033 platinum 0 gold 0 silver 0 copper
Playing time: 3 days / 8 hours/ 47 minutes
Received data: 0.0055 MB this session.
Send data: 0.0001 MB this session.
Compression ratio: 66%
Title: Foot soldier The Empire
Status: Standing.
Epic points(total): 560(860) Current task: find runestone of Plane of Earth
Epic Bonus: No Epic Bonus (0.00%)
Frags: -0.50 Deaths: 44
Detecting: Heat
Enchantments: Haste
Bartender Quests Remaining: 20
Combat Pulse: 17 Spell Pulse: 0.82
Leaderboard Points: 373
< 201h/201H 121v/121V Pos: standing >
Alas, you cannot go that way. . . .
< 201h/201H 121v/121V Pos: standing >
The receptionist starts to chant in a deep voice.
<map>
Zone: Tharnadia - City of Humans.
Room: A Corridor
</map>
A Corridor
The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West -Up
The corpse of a Grey Elf is lying here.
< 201h/201H 120v/121V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: A Corridor
</map>
A Corridor
The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West
< 201h/201H 119v/121V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: A Corridor
</map>
A Corridor
The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West -Up
The corpse of a Grey Elf is lying here.
< 201h/201H 118v/121V Pos: standing >
You can't carry any more.
< 201h/201H 120v/121V Pos: standing >
You drop a little round wooden shield.
You drop a small bandage.
You drop a small bandage.
You drop a small bandage.
You drop a small bandage.
You drop a small bandage.
You drop a quill.
You drop a spellbook.
You drop a light blue scarf.
You drop a light blue scarf.
You drop an amber-colored rod.
You drop a shabby alligator skin jerkin.
You drop a pair of tight black slippers.
You drop a spellbook.
You drop a quill.
You drop a soft skin cloak.
You drop an elfskin belt.
You drop a large wooden torch.
You drop a large wooden torch.
You drop a small green cloth sack.
You drop a scroll made from treebark.
You drop a stout oaken cudgel.
You drop a steel warhammer.
You drop a two-handed sword.
You drop a thin steel dagger.
You drop a steel short sword.
You drop a steel long sword.
You drop a small wooden mace.
< 201h/201H 121v/121V Pos: standing >
A little round wooden shield crumbles to dust and blows away.
A quill crumbles to dust and blows away.
A light blue scarf crumbles to dust and blows away.
A light blue scarf crumbles to dust and blows away.
A shabby alligator skin jerkin crumbles to dust and blows away.
A pair of tight black slippers crumbles to dust and blows away.
A quill crumbles to dust and blows away.
A soft skin cloak crumbles to dust and blows away.
An elfskin belt crumbles to dust and blows away.
A small green cloth sack crumbles to dust and blows away.
A scroll made from treebark crumbles to dust and blows away.
< 201h/201H 121v/121V Pos: standing >
You get a slender elven shortsword [poor] from the corpse of Gronka.
You get a quill from the corpse of Gronka.
You get a gnomish ear amplifier from the corpse of Gronka.
You get a copper mask from the corpse of Gronka.
You get goggles of the tinkerer [superior] from the corpse of Gronka.
You get an amber-colored rod from the corpse of Gronka.
You get an elfskin belt from the corpse of Gronka.
You get a pair of tight black slippers from the corpse of Gronka.
You get a sapphire and amethyst necklace [poor] from the corpse of Gronka.
You get a silver ring encrusted with a black sapphire [poor] from the corpse of Gronka.
You get a mithril and gold earring [superior] from the corpse of Gronka.
You can't carry any more.
< 201h/201H 121v/121V Pos: standing >
You clasp an elfskin belt around your waist.
You place a pair of tight black slippers on your feet.
You place a silver ring encrusted with a black sapphire [poor] on your left ring finger.
You wear a mithril and gold earring [superior] on your left ear.
You wear a gnomish ear amplifier on your right ear.
You duck your head and place a sapphire and amethyst necklace [poor] around your neck.
You cover your face with a copper mask.
You slide goggles of the tinkerer [superior] over your eyes.
You wield an amber-colored rod.
You lack the training to use two weapons.
You lack the training to use two weapons.
You lack the training to use two weapons.
You attach a quill to your belt.
You attach a slender elven shortsword [poor] to your belt.
< 201h/201H 121v/121V Pos: standing >
You get a steel soldiers mask from the corpse of Gronka.
You get a searing two-handed sword of lightning [superior] from the corpse of Gronka.
You get a travellers spellbook from the corpse of Gronka.
You get a spellbook from the corpse of Gronka.
You get a spellbook from the corpse of Gronka.
You get a spellbook from the corpse of Gronka.
You get a spellbook from the corpse of Gronka.
You get a silver-threaded satchel from the corpse of Gronka.
You get a silver-threaded satchel from the corpse of Gronka.
You get a brutal ruby coif from the corpse of Gronka.
You get a crude dragonscale belt from the corpse of Gronka.
< 256h/256H 131v/131V Pos: standing >
You don a brutal ruby coif on your head.
You need two free hands to wield that.
You need two free hands to wield that.
You need two free hands to wield that.
You attach a silver-threaded satchel to your belt.
It glows brightly.
You hold a silver-threaded satchel.
It glows brightly.
< 256h/256H 131v/131V Pos: standing >
You stop using a silver-threaded satchel.
< 256h/256H 140v/140V Pos: standing >
You are carrying: (9/11)
a silver-threaded satchel (illuminating)
a crude dragonscale belt
[4] a spellbook
a travellers spellbook
a searing two-handed sword of lightning [superior] (glowing)
a steel soldiers mask
< 256h/256H 140v/140V Pos: standing >
You don't have that spell memorized.
< 256h/256H 140v/140V Pos: standing >
You sit down and relax.
< 256h/256H 140v/140V Pos: sitting >
You are currently memorizing the following spells:
5 seconds: ( 5th) identify
10 seconds: ( 5th) identify
17 seconds: ( 9th) relocate
22 seconds: ( 4th) wall of force
25 seconds: ( 2nd) mirror image
31 seconds: ( 5th) contain being
35 seconds: ( 3rd) shocking grasp
39 seconds: ( 3rd) shocking grasp
43 seconds: ( 3rd) shocking grasp
47 seconds: ( 3rd) shocking grasp
51 seconds: ( 3rd) shocking grasp
54 seconds: ( 2nd) chill touch
57 seconds: ( 2nd) chill touch
60 seconds: ( 2nd) chill touch
64 seconds: ( 2nd) chill touch
67 seconds: ( 2nd) chill touch
70 seconds: ( 2nd) chill touch
73 seconds: ( 2nd) chill touch
77 seconds: ( 2nd) chill touch
81 seconds: ( 4th) lightning bolt
86 seconds: ( 4th) lightning bolt
90 seconds: ( 3rd) dispel magic
94 seconds: ( 3rd) dispel magic
96 seconds: ( 1st) minor creation
99 seconds: ( 1st) minor creation
101 seconds: ( 1st) minor creation
103 seconds: ( 1st) minor creation
105 seconds: ( 1st) minor creation
110 seconds: ( 4th) wall of force
117 seconds: ( 8th) improved invisibility
123 seconds: ( 7th) fireball
129 seconds: ( 7th) fireball
136 seconds: ( 7th) fireball
142 seconds: ( 7th) fireball
148 seconds: ( 7th) dimension door
155 seconds: ( 8th) detect invisibility
161 seconds: ( 6th) stone skin
166 seconds: ( 6th) stone skin
174 seconds: ( 9th) relocate
180 seconds: ( 8th) detect invisibility
187 seconds: ( 8th) improved invisibility
193 seconds: ( 6th) stone skin
198 seconds: ( 5th) contain being
204 seconds: ( 6th) stone skin
207 seconds: ( 2nd) mirror image
211 seconds: ( 3rd) dispel magic
215 seconds: ( 3rd) dispel magic
220 seconds: ( 5th) identify
226 seconds: ( 5th) identify
231 seconds: ( 6th) stone skin
237 seconds: ( 6th) stone skin
242 seconds: ( 5th) identify
You can memorize 6 1st, 4 4th and 1 9th circle spell(s).
You continue your study.
You are currently memorizing the following spells:
5 seconds: ( 5th) identify
10 seconds: ( 5th) identify
17 seconds: ( 9th) relocate
22 seconds: ( 4th) wall of force
25 seconds: ( 2nd) mirror image
31 seconds: ( 5th) contain being
35 seconds: ( 3rd) shocking grasp
39 seconds: ( 3rd) shocking grasp
43 seconds: ( 3rd) shocking grasp
47 seconds: ( 3rd) shocking grasp
51 seconds: ( 3rd) shocking grasp
54 seconds: ( 2nd) chill touch
57 seconds: ( 2nd) chill touch
60 seconds: ( 2nd) chill touch
64 seconds: ( 2nd) chill touch
67 seconds: ( 2nd) chill touch
70 seconds: ( 2nd) chill touch
73 seconds: ( 2nd) chill touch
77 seconds: ( 2nd) chill touch
81 seconds: ( 4th) lightning bolt
86 seconds: ( 4th) lightning bolt
90 seconds: ( 3rd) dispel magic
94 seconds: ( 3rd) dispel magic
96 seconds: ( 1st) minor creation
99 seconds: ( 1st) minor creation
101 seconds: ( 1st) minor creation
103 seconds: ( 1st) minor creation
105 seconds: ( 1st) minor creation
110 seconds: ( 4th) wall of force
117 seconds: ( 8th) improved invisibility
123 seconds: ( 7th) fireball
129 seconds: ( 7th) fireball
136 seconds: ( 7th) fireball
142 seconds: ( 7th) fireball
148 seconds: ( 7th) dimension door
155 seconds: ( 8th) detect invisibility
161 seconds: ( 6th) stone skin
166 seconds: ( 6th) stone skin
174 seconds: ( 9th) relocate
180 seconds: ( 8th) detect invisibility
187 seconds: ( 8th) improved invisibility
193 seconds: ( 6th) stone skin
198 seconds: ( 5th) contain being
< 256h/256H 140v/140V Pos: sitting >
Hint: Experiment with different social commands. Some are useful in actual game play. Example: "beckon" asks someone to follow and consent to you, or "moving" announces that you are moving ahead.
< 256h/256H 140v/140V Pos: sitting >
You have finished memorizing identify.
< 256h/256H 140v/140V Pos: sitting >
You have finished memorizing identify.
< 256h/256H 140v/140V Pos: sitting >
You have finished memorizing relocate.
< 256h/256H 140v/140V Pos: sitting >
You have finished memorizing wall of force.
< 256h/256H 140v/140V Pos: sitting >
You have finished memorizing mirror image.
< 256h/256H 140v/140V Pos: sitting >
You have finished memorizing contain being.
< 256h/256H 140v/140V Pos: sitting >
You have finished memorizing shocking grasp.
< 256h/256H 140v/140V Pos: sitting >
The town crier shouts in common 'If you're in need of healing just go to the hospital.'
The town crier shouts in common 'The doctors will take great care of you there .. For a price.'
< 256h/256H 140v/140V Pos: sitting >
You have finished memorizing shocking grasp.
< 256h/256H 140v/140V Pos: sitting >
You have finished memorizing shocking grasp.
< 256h/256H 140v/140V Pos: sitting >
You have finished memorizing shocking grasp.
< 256h/256H 140v/140V Pos: sitting >
You have finished memorizing shocking grasp.
< 256h/256H 140v/140V Pos: sitting >
You have finished memorizing chill touch.
< 256h/256H 140v/140V Pos: sitting >
You have finished memorizing chill touch.
< 256h/256H 140v/140V Pos: sitting >
You have finished memorizing chill touch.
< 256h/256H 140v/140V Pos: sitting >
You have finished memorizing chill touch.
< 256h/256H 140v/140V Pos: sitting >
You clamber to your feet.
You abandon your studies.
< 256h/256H 140v/140V Pos: standing >
You start chanting...
< 256h/256H 140v/140V Pos: standing >
Casting: identify **
< 256h/256H 140v/140V Pos: standing >
Casting: identify *
< 256h/256H 140v/140V Pos: standing >
Casting: identify
< 256h/256H 140v/140V Pos: standing >
You complete your spell...
a crude dragonscale belt weighs 2 pounds and is worth roughly 1 platinum.
The item is able to float on water.
This item also affects your:
AGI by +2
A crude dragonscale belt has an item value of 90.
< 256h/256H 140v/140V Pos: standing >
You are carrying: (9/11)
a silver-threaded satchel (illuminating)
a crude dragonscale belt
[4] a spellbook
a travellers spellbook
a searing two-handed sword of lightning [superior] (glowing)
a steel soldiers mask
< 256h/256H 140v/140V Pos: standing >
Hint: Your stats will be displayed more accurately at level 10 and completely revealed at level 20.
< 256h/256H 140v/140V Pos: standing >
You start chanting...
< 256h/256H 140v/140V Pos: standing >
Casting: identify **
< 256h/256H 140v/140V Pos: standing >
Casting: identify *
< 256h/256H 140v/140V Pos: standing >
Casting: identify
< 256h/256H 140v/140V Pos: standing >
You complete your spell...
a steel soldiers mask weighs 1 pounds and is worth roughly 2 platinum, and 5 silver.
This item also affects your:
DAMROLL by +1
A steel soldiers mask has an item value of 15.
< 256h/256H 140v/140V Pos: standing >
Ok.
< 256h/256H 140v/140V Pos: standing >
Ok.
< 256h/256H 140v/140V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: Room #2
</map>
<map>
Zone: Tharnadia - City of Humans.
Room: Room #2
</map>
Room #2
This room is not very big but it is well furnish. It can hold about
ten persons with no problem. There is a bed sitting along the wall and
a big chest that can hold a lot.
Obvious exits: -South
(Q)A brawny dwarf stands here, practicing his technique.
< 256h/256H 139v/140V Pos: standing >
Room #2
Obvious exits: -South
(Q)A brawny dwarf stands here, practicing his technique.
< 256h/256H 139v/140V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: A Corridor
</map>
A Corridor
The corridor is long and you can see doors on both side of it all
the way down.
Obvious exits: -North -East -South -West -Up
A gnoby piece of wood, perhaps a small mace, lies here.
A steel long sword has been left here.
A steel short sword lies discarded here.
A steel dagger has been tossed aside here.
A two-handed sword, nearly six feet in length, lies here.
A warhammer with a sturdy-looking steel head lies here.
A stout cudgel carved from oak wood lies here.
[2] A large wooden torch has been discarded here.
A spellbook has been tossed aside here.
An amber-colored metallic rod lies here.
A spellbook lies here, discarded.
[5] A small bandage rests upon the ground here.
The corpse of a Grey Elf is lying here.
< 256h/256H 138v/140V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Ogre's Foot Inn
</map>
<map>
Zone: Tharnadia - City of Humans.
Room: The Ogre's Foot Inn
</map>
The Ogre's Foot Inn
A large counter sits nestled against the east wall here, accompanied by a
huge rack behind it. It appears that this is where tired and worn out
adventurers can come to get a good nights rest before continuing on the next
day. A spiral oak staircase leads downwards to the inn's lounge, where most
of the city's warriors wait for work. Attached to the front of the counter is
a large sign.
Obvious exits: -West -Down
A large sign hangs from the front of the counter here.
A tharnadian illusionist stands here watching for intruders.
A tharnadian illusionist stands here watching for intruders.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
The receptionist stands here behind the counter, waiting to help someone.
< 256h/256H 137v/140V Pos: standing >
Alas, you cannot go that way. . . .
< 256h/256H 137v/140V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Ogre's Foot Lounge
</map>
The Ogre's Foot Lounge
One-hundred feet square, this lounge makes up the lower floor of the Ogre's
Foot Inn. A slatestone hearth is built into the east wall, to warm the inn on
those frigid nights associated with the northern climates. Four plush leather
couches encircle the fireplace, creating an area where patrons and adventurers
gather to share tales and ale. A small bar runs along the southern wall,
around which some warriors wait looking for work. At the room's center, an
ornate oak staircase spirals in through the ceiling, its wooden steps leading
to the inn upstairs.
Obvious exits: -North -Up -Down
A rather large leather backpack lies here.
A large portal leading to the arena floats here. (glowing)
A stone hearth is set in the wall.
A mighty board stands here held up by great swords reading 'Flame Board.'
< 256h/256H 138v/140V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Great Fountain of Tharnadia
</map>
<map>
Zone: Tharnadia - City of Humans.
Room: The Great Fountain of Tharnadia
</map>
The Great Fountain of Tharnadia
An immense fountain, thirty feet in diameter, rests here in a large plaza
near the center of the city of Tharnadia. The fountains pristine waters are
quite inviting, crystal clear and about two feet deep. You can see some grey
fish swimming lazily about the fountain's bottom. The Great Tharnadian Way
runs west of here, while to the east it intersects with Keats street. A tall
two story building rises to the south of here, its sides made of adobe and
wood. An oak shingle in the shape of a foot hangs from its front, proclaiming
the structure as the Ogre's Foot Inn. From here, you can see the high city
walls in all directions off in the distance. There is a large plaque fastened
to one edge of the fountain here with some lines of text printed on it.
Obvious exits: -North -East -South -West
A swirling rift shifts and howls here.
A swirling rift shifts and howls here.
A shingle hangs over the door to the south.
Before you stands a huge board containing news and feedback.
An onyx plaque can be seen written on the fountain.
A beautifully sculpted ivory fountain rests here.
A large rat is scurrying about here.
A young man in leather armor seems to be patrolling the area.
A commoner is standing here, minding his own business.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.
< 256h/256H 137v/140V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Tharnadia-Keats Intersection
</map>
<map>
Zone: Tharnadia - City of Humans.
Room: The Tharnadia-Keats Intersection
</map>
The Tharnadia-Keats Intersection
This T intersection connects the Grand Tharnadian Way with Keats street,
forming a small plaza. The crimson cobblestone's of of Tharnadian intermingle
with the sable stones of Keats in an elaborate pattern, forming the city's
sigil. Keats street continues its march north and south, while the Grand
Tharnadian Way heads off to the fountain west of here. To the east lies
the Tharnadian combat arena.
Obvious exits: -North -East # -South -West
A street sweeper is cleaning here, singing songs of labor.
A young man in leather armor seems to be patrolling the area.
An odd little man, with a shaved head and an orange robe, hums something.
< 256h/256H 137v/140V Pos: standing >
The door seems to be closed.
< 256h/256H 137v/140V Pos: standing >
The door seems to be closed.
< 256h/256H 138v/140V Pos: standing >
The door seems to be closed.
< 256h/256H 138v/140V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: Keats Street
</map>
Keats Street
A major road only by convenience, Keats street biscects the city from north
to south. Originally its sable cobblestones were meant to serve as a patrol
path for the city guard. As the cities construction neared its end, Lord
Kaynor revised building plans to extend the city farther to the east. This
is the reason none of the buildings exit onto this street. In the years since
it has been repaved with onyx stones replacing the original sienna-hued cobble
that composed this avenue. The road continues south, while to the north lies
the Tharnadia-Keats intersection.
Obvious exits: -North -East -South
< 256h/256H 138v/140V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Great Bazaar
</map>
<map>
Zone: Tharnadia - City of Humans.
Room: The Great Bazaar
</map>
The Great Bazaar
This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands. Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season. Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city. Through an arch to the
west, Keats street can be seen making its north to south bisection of the
city. The bazaar continues to the north, east, and south of here.
Obvious exits: -North -East -South -West
A human merchant from another town stands here, perusing Tharnadia.
A human merchant from another town stands here, perusing Tharnadia.
< 256h/256H 137v/140V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Center of the Great Bazaar
</map>
<map>
Zone: Tharnadia - City of Humans.
Room: The Center of the Great Bazaar
</map>
The Center of the Great Bazaar
This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands. Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season. Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city. This part of the market is
the only place where you can walk without bumping into people. The bazaar
continues on in every direction from here.
Obvious exits: -North -East -South -West
A militia guard is posted here, keeping watch over the bazaar.
< 256h/256H 137v/140V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Great Bazaar
</map>
<map>
Zone: Tharnadia - City of Humans.
Room: The Great Bazaar
</map>
The Great Bazaar
This huge wide open area, probably five hundred feet square, serves as the
focal point of Tharnadia's trade with the surrounding lands. Laid out in a
giant L and paved with cobblestones, this place easily hold two to three
thousand people at any given time during the trading season. Here merchants
of all kinds could set up temporary shops, or sell out of their carts, the
many goods that flow in and out of the great city. Through an arch to the
east, the Grand Tharnadian Way makes its way toward the eastern gates
of the city. The bazaar continues to the south and west of here.
Obvious exits: -East -South -West
A wooden stall stands here, goods displayed upon its counter.
A street sweeper is cleaning here, singing songs of labor.
A human merchant from another town stands here, perusing Tharnadia.
< 256h/256H 136v/140V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Grand Tharnadian Way
</map>
The Grand Tharnadian Way
This broad avenue runs through the center of Tharnadia, continuing to the
east of here. There are onyx menhirs standing every five feet along the side
of the road, silent sentinels on its journey through the city. Small crimson
cobblestones make up the roadway, each fitted to its neighbor through a tongue
and groove system. The street looks highly traveled, with buildings flanking
the road as far off as the eye can see. To the west of here, the Great Bazaar,
where visiting merchants peddle their goods, opens up.
Obvious exits: -East -West
< 256h/256H 136v/140V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: Inside the Eastern City Gates
</map>
<map>
Zone: Tharnadia - City of Humans.
Room: Inside the Eastern City Gates
</map>
Inside the Eastern City Gates
Two huge ironbound gates guard the eastern entrance to Tharnadia here,
standing nearly twenty feet tall. The gates are fastened to huge stone towers
on either side, making this entrance seem very secure and protected. A system
of ropes and pulleys hold the door up, reducing its weight and making it
easily opened and closed by a single operator. The Great Tharnadian Way leads
away to the west into the heart of the city, while the gateway exits out into
a vast grassy plains with mountains in the distance. The wall road leads to
the north and to the south.
Obvious exits: -North -East -South -West
A tharnadian thief-hunter watches over the town streets intently.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
< 256h/256H 136v/140V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: Outside the Eastern City Gates
</map>
<map>
Zone: Tharnadia - City of Humans.
Room: Outside the Eastern City Gates
</map>
Outside the Eastern City Gates
Two huge ironbound gates mark the eastern entrance to Tharnadia here,
standing twenty feet high, and surrounded by two fifty foot stone towers. The
city seems quite well protected behind this great display of defensive might,
with arrow slits and defensive measures lining the towers. The city walls
extend to the north and south for quite a distance, completely surrounding the
city up to the large cliffs upon which the twin keeps are built. A dirt road
leads away to the east toward a stone ramp and the plains beyond.
Obvious exits: -East -West
An ivory statue of a regal woman stands here.
An ivory statue of a noble looking man stands here.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A tough looking warrior is scanning the landscape beyond the walls.
A controller stands here, scanning the traffic for contraband.
A tough looking warrior is scanning the landscape beyond the walls.
< 256h/256H 133v/140V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -South -West
< 256h/256H 129v/140V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
< 256h/256H 124v/140V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -North -West
< 256h/256H 119v/140V Pos: standing >
Alas, you cannot go that way. . . .
< 256h/256H 120v/140V Pos: standing >
Alas, you cannot go that way. . . .
< 256h/256H 120v/140V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -South
The corpse of a militia guard is lying here.
< 256h/256H 115v/140V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -West
< 256h/256H 111v/140V Pos: standing >
Alas, you cannot go that way. . . .
< 256h/256H 112v/140V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -West -Up
A pair of vorhide fingers are lying on the ground.
A small sword was abandoned here.
[2] A suit of spiked leather armor lies here.
The corpse of a homeless peasant is lying here.
The corpse of a tharnadian illusionist is lying here.
< 256h/256H 108v/140V Pos: standing >
Alas, you cannot go that way. . . .
< 256h/256H 108v/140V Pos: standing >
<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -East -Down
A large rat is scurrying about here.
A large rat is scurrying about here.
< 256h/256H 103v/140V Pos: standing >
Put scan in what?
< 256h/256H 104v/140V Pos: standing >
A faint hum can be heard from Tiamat's poison tail stinger carried by someone.
< 256h/256H 104v/140V Pos: standing >
A large rat leaves east.
< 256h/256H 106v/140V Pos: standing >
You quickly scan the area.
A large rat who is close by to your east.
An elite guard who is a brief walk away to your east.
< 256h/256H 108v/140V Pos: standing >
Alas, you cannot go that way. . . .
A half-elf merchant snaps into visibility.
-=[Out of nowhere, a half-elf merchant stabs you in the back.]=-
OUCH! That really did HURT!
-=[Out of nowhere, a half-elf merchant stabs you in the back.]=-
YIKES! Another hit like that, and you've had it!!
< 61h/256H 112v/140V Pos: standing >
< T: Gronka TP: sta TC:pretty hurt E: a half-elf merchant sta EP: excellent >
Someone parries your futile lunge at him.
Someone parries your futile lunge at him.
A half-elf merchant snaps into visibility.
< 61h/256H 112v/140V Pos: standing >
< T: Gronka TP: sta TC:pretty hurt E: a half-elf merchant sta EP: excellent >
Sorry, you aren't allowed to do that in combat.
< 61h/256H 112v/140V Pos: standing >
< T: Gronka TP: sta TC:pretty hurt E: someone sta EP: excellent >
You attempt to flee...
PANIC! You couldn't escape!
< 61h/256H 112v/140V Pos: standing >
< T: Gronka TP: sta TC:pretty hurt E: someone sta EP: excellent >
You attempt to flee...
<map>
Zone: Tharnadia - City of Humans.
Room: The Road Leading From Tharnadia
</map>
The Road Leading From Tharnadia
This road leads away from Tharnadia, toward the lands east. This section
of earth is lower than the areas flanking the Tharnadian countryside, the
result of an earthquake many centuries ago. Green grasses flank the road, and
a small forest opens to the south and north. The road continues west toward
the city gates, and east toward a stone ramp.
Obvious exits: -West -Up
A pair of vorhide fingers are lying on the ground.
A small sword was abandoned here.
[2] A suit of spiked leather armor lies here.
The corpse of a homeless peasant is lying here.
The corpse of a tharnadian illusionist is lying here.
You flee downward!
< 61h/256H 88v/140V Pos: standing >
A half-elf merchant snaps into visibility.
-=[Out of nowhere, a half-elf merchant stabs you in the back.]=-
Your pair of tight black slippers was completely destroyed by the massive blow!