<worn around neck> a light blue scarf
<worn around neck> a light blue scarf
<worn on body> a shabby alligator skin jerkin
<worn about body> a hard leather cloak
<worn on belt buckle>a glowing quill (glowing)
<held as shield> a small round wooden shield
<worn on hands> a pair of brown leather gloves
<held> a steel dagger
<worn on feet> a pair of tight black slippers
< 287h/287H 119v/123V Pos: standing >
A Path up the Shr'nn Mesa
The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks. Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province. The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side. Descending steeply, large steps have been carved into the path
to assist in the climb down to Tharnadia. The path continues west and down
from here.
Obvious exits: -North -South -West -Down
< 287h/287H 117v/123V Pos: standing >
A Path up the Shr'nn Mesa
The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side. Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province. The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks. Large steps have been carved into the mesa's side, making it easier to
scale this steep incline. The path continues up and down.
Obvious exits: -Up -Down
< 287h/287H 118v/123V Pos: standing >
A Path up the Shr'nn Mesa
The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks. Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province. The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side. Rising steeply, the large steps have been carved into the path
to assist in the climb up to Caer Tannad. The path continues up and down from
here.
Obvious exits: -Up -Down
< 287h/287H 116v/123V Pos: standing >
A Path up the Shr'nn Mesa
The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side. Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province. The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks. Large steps have been carved into the mesa's side, making it easier to
scale this steep incline. The path continues up and down.
Obvious exits: -Up -Down
A tharnadian thief-hunter watches over the town streets intently.
< 287h/287H 115v/123V Pos: standing >
The Bottom of a Steep Rise up the Shr'nn Mesa
The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks. Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province. The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side. Rising steeply, the large steps have been carved into the path
to assist in the climb up to Caer Tannad. The path continues east and up
from here.
Obvious exits: -East -Up
< 287h/287H 114v/123V Pos: standing >
A Landing on the Shr'nn Mesa
The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side. Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province. The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks. The path continues to the east and to the west.
Obvious exits: -East -West
A squirrel is wandering around here.
< 287h/287H 113v/123V Pos: standing >
A Landing in the Path up the Shr'nn Mesa
The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks. Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province. The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side. Descending steeply, large steps have been carved into the path
to assist in the climb down to Tharnadia. The path continues west and down
from here.
Obvious exits: -West -Down
< 287h/287H 110v/123V Pos: standing >
Alas, you cannot go that way. . . .
< 287h/287H 110v/123V Pos: standing >
A Steep Path up the Shr'nn Mesa
The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side. Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province. The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks. Large steps have been carved into the mesa's side, making it easier to
scale this steep incline. The path continues up and down.
Obvious exits: -Up -Down
< 287h/287H 109v/123V Pos: standing >
The Bottom of a Steep Path up the Shr'nn Mesa
The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks. Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province. The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side. Rising steeply, the large steps have been carved into the path
to assist in the climb up to Caer Tannad. The path continues east to the top
of a small drop.
Obvious exits: -East -Up
< 287h/287H 108v/123V Pos: standing >
Alas, you cannot go that way. . . .
< 287h/287H 109v/123V Pos: standing >
The Top of a rise in the Path up the Shr'nn Mesa
The area surrounding the path looks unnavigable, as sharp rocks jut out and
loose stones seems to be perched precariously upon the mesa's side. Fifteen
foot high onyx menhirs flank the path at ten foot intervals, each stone carved
with an image of a creature from the Tharnadian province. The footpath is
about fifteen feet wide, comprised totally of dirt and devoid of any but small
rocks. The path continues west and down.
Obvious exits: -West -Down
< 287h/287H 107v/123V Pos: standing >
Alas, you cannot go that way. . . .
< 287h/287H 107v/123V Pos: standing >
Alas, you cannot go that way. . . .
< 287h/287H 107v/123V Pos: standing >
Before a Rise in the Path up the Shr'nn Mesa
The footpath is about fifteen feet wide, comprised totally of dirt and
devoid of any but small rocks. Fifteen foot high onyx menhirs flank the path
at ten foot intervals, each stone engraven with an image of a creature from
the Tharnadian province. The area surrounding the path looks unnavigable, as
sharp rocks jut out and loose stones seems to be perched precariously upon the
mesa's side. The path continues up and east.
Obvious exits: -East -Up
A diminutive old man sits here, scribbling on some vellum.
< 287h/287H 107v/123V Pos: standing >
Outside the Western Arch
A huge bloodstone arch leads through the city's defensive wall, joining the
the crimson cobbles of the Grand Tharnadian Way. No guard towers rise above
your head, as the only ways to this entrance lie through the twin keeps or the
heavily defended city gates. A dirt footpath winds its way up the Shr'nn Mesa
toward Caer Tannad, the first of the twin keeps. The path leaves west.
Obvious exits: -East -West
< 287h/287H 104v/123V Pos: standing >
An Arch Before the Keeps
A huge bloodstone arch leads through the city's defensive wall, joining a
path that leads up the steep mesa to the first of the twin keeps. The crimson
cobblestones of the Grand Tharnadian Way mix with the larger sienna-colored
stones of the western wall road, both to the north and south. No guard towers
rise above your head, as the only way to the mesa is through the city itself,
making the need for defense mute. The Grand Tharnadian Way heads back to the
east through the center of Tharnadia.
Obvious exits: -North -East -South -West
A large wandering dog is here, growling at you.
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.
< 287h/287H 104v/123V Pos: standing >
The Grand Tharnadian Way
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 with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the east
and west of here. The street looks highly traveled, with buildings flanking
the road as far off as the eye can see.
Obvious exits: -East -West
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.
< 287h/287H 103v/123V Pos: standing >
The Grand Tharnadian Way
This broad avenue runs through the center of Tharnadia, continuing to the
east and west 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. The city's armory stands to
the north of here.
Obvious exits: -North# -East -West
A human merchant from another town stands here, perusing Tharnadia.
< 287h/287H 102v/123V Pos: standing >
It rains a bit harder.
< 287h/287H 104v/123V Pos: standing >
A Bend in the Grand Tharnadian Way
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 with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the
west, while to the east the road turns north. The street looks highly
traveled, with buildings flanking the road as far off as the eye can see.
Obvious exits: -North -West
A young man in leather armor seems to be patrolling the area.
< 287h/287H 103v/123V Pos: standing >
A Bend in the Grand Tharnadian Way
This broad avenue runs through the center of Tharnadia, continuing to the
east, while to the south it turns west. 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 north, a quiet alley runs its way through the wealthier part of the
city.
Obvious exits: -North -East -South -West
A street sweeper is cleaning here, singing songs of labor.
A young cleric is standing here, smiling at you warmly.
< 287h/287H 104v/123V Pos: standing >
The Grand Tharnadian Way
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 with the dwarven tongue and groove system.
This broad avenue runs through the center of Tharnadia, continuing to the east
and west of here. The street looks highly traveled, with buildings flanking
the road as far off as the eye can see. A small building opens up to the
south.
Obvious exits: -North -East -South -West
A stray tomcat is darting after rodents, here.
A young man in leather armor seems to be patrolling the area.
< 287h/287H 104v/123V Pos: standing >
The Grand Tharnadian Way
This broad avenue runs through the center of Tharnadia, continuing to the
east and west 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 east of here, the
Great Fountain of Tharnadia sits in a large open area. The smell of freshly
baked bread, wafts from the bakery to the north.
Obvious exits: -North -East -West
A stray tomcat is darting after rodents, here.
A young man in leather armor seems to be patrolling the area.
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.
A young man in leather armor seems to be patrolling the area.
A young cleric is standing here, smiling at you warmly.
< 287h/287H 103v/123V Pos: standing >
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 young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.
A large rat is scurrying about here.
The Tharnadian Quartermaster stands here.
The town crier is standing here, eagerly awaiting to perform his duties.
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 young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.
< 287h/287H 104v/123V Pos: standing >
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 young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.
A large rat is scurrying about here.
A devious looking cat burglar is standing here, ready to cut your throat out.
< 287h/287H 104v/123V Pos: standing >
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 few 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 to an intersection both north
and south of here. To the west, a small storefront faces the street.
Obvious exits: -North -South -West
A large wandering dog is here, growling at you.
A tharnadian thief-hunter watches over the town streets intently.
A young man in leather armor seems to be patrolling the walls.
A large rat is scurrying about here.
A young man in leather armor seems to be patrolling the area.
A young man in leather armor seems to be patrolling the area.
< 287h/287H 105v/123V Pos: standing >
The Northern Keats Intersection
This enclosed intersection is where the northern wall road meets with Keats
street. The sable cobblestones of Keats street come to a definate border with
the larger sienna-hued stones of the northern road. The city's defensive
walls rise fifty feet in the air, protecting against the local creatures and
bandits of the wilds. Overhead a steel ladder hangs down from the tower
that guards the eastern end of the northern gates.
Obvious exits: -East -South -West -Up
A street sweeper is cleaning here, singing songs of labor.
< 287h/287H 104v/123V Pos: standing >
The Northern Wall Road
This moderately sized road runs along the inner edge of the high city walls
where, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The road continues
east, while to the west it intersects with Keats street. To the south the
Tharnadian stables open to the road.
Obvious exits: -East -South -West
< 287h/287H 105v/123V Pos: standing >
The Northern Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick. A large arch
to the north leads to the path of the Holy Warrior. The road continues to the
west and to the east.
Obvious exits: -North -East -West
A large wandering dog is here, growling at you.
A large wandering dog is here, growling at you.
< 287h/287H 104v/123V Pos: standing >
A Bend in the Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. To the west a small
dwelling sags between its neighbors. The road continues west, while to the
east it bends south.
Obvious exits: -South -West
A stray tomcat is darting after rodents, here.
< 287h/287H 103v/123V Pos: standing >
Alas, you cannot go that way. . . .
< 287h/287H 105v/123V Pos: standing >
Alas, you cannot go that way. . . .
< 287h/287H 105v/123V Pos: standing >
A Bend in the Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick. The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city. The road continues to the east and to the north. There is a
burned-out home to the south.
Obvious exits: -North -East -South
A young man in leather armor seems to be patrolling the walls.
< 287h/287H 105v/123V Pos: standing >
A Burned-out Home
This house was destroyed by a large fire from the looks of it, and has yet
to be repaired or renovated. There isn't anything left inside, just the
cracked and charred floors and walls, with the faint smell of burnt wood
permeating the air. The northern wall road can be seen through the destroyed
doorway.
Obvious exits: -North
< 287h/287H 104v/123V Pos: standing >
A Bend in the Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick. The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city. The road continues to the east and to the north. There is a
burned-out home to the south.
Obvious exits: -North -East -South
A young man in leather armor seems to be patrolling the walls.
< 287h/287H 105v/123V Pos: standing >
The Northern Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. To the west a small
dwelling sags between its neighbors. The road continues west, while to the
east it bends south.
Obvious exits: -East -West
A young man in leather armor seems to be patrolling the walls.
A tharnadian thief-hunter watches over the town streets intently.
A stray tomcat is darting after rodents, here.
A tharnadian thief-hunter watches over the town streets intently.
< 287h/287H 105v/123V Pos: standing >
A Bend in the Wall Road
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. When Lord Kaynor had the city
constructed he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. The defensive walls
rise up nearly fifty feet here, and are almost ten feet thick. The city bank
lies to the north, its ornate ivory entrance seems out of place in this part
of the city. The road continues to the west and to the south.
Obvious exits: -North# -South -West
A street sweeper is cleaning here, singing songs of labor.
< 287h/287H 104v/123V Pos: standing >
Alas, you cannot go that way. . . .
< 287h/287H 104v/123V Pos: standing >
Alas, you cannot go that way. . . .
< 287h/287H 104v/123V Pos: standing >
Road Beneath the Gate Tower
This moderately sized road runs along the inner edge of the high city walls
here, paved with large flat slabs of granite. The defensive walls rise up
nearly fifty feet here, and are almost ten feet thick. When Lord Kaynor had
the city built he made sure it was protected, even though the twin keeps were
built as the last mainstay of defense for the people. This portion of the
road is enclosed by a tower which rises overhead. A long steel ladder pokes
out through the ceiling, allowing access to the northern defense tower of the
Tharnadian eastern gates. To the west a small dwelling sags between its
neighbors. The road continues north, while the city gates lie to the south.
Obvious exits: -North -South -West # -Up
< 287h/287H 105v/123V Pos: standing >
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 large wandering dog is here, growling at you.
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.
< 287h/287H 104v/123V Pos: standing >
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 tharnadian illusionist stands here watching for intruders.
A controller stands here, scanning the traffic for contraband.
A tough looking warrior is scanning the landscape beyond the walls.
< 287h/287H 105v/123V Pos: standing >
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
A young man in leather armor seems to be patrolling outside the gates.
< 287h/287H 104v/123V Pos: standing >
You feel a brief tinge of magical power engulf you as you fail to call forth your minion.
< 287h/287H 108v/123V Pos: standing >
You must wait a short time before calling another minion into existence.
< 287h/287H 111v/123V Pos: standing >
Score information for Neowen
Level: 55 Race: Githzerai Class: Summoner / Naturalist Sex: Male
Hit points: 287(287) Moves: 113(123)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Compression ratio: 77%
Status: Standing.
Frags: -1.00 Deaths: 24
Enchantments: Ultravision
Combat Pulse: 19 Spell Pulse: 0.87
Leaderboard Points: 478
Active Spells:
--------------
conjure elemental (1 minute)
Score information for Neowen
Level: 55 Race: Githzerai Class: Summoner / Naturalist Sex: Male
Hit points: 287(287) Moves: 113(123)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Coins in bank: 93 platinum 1640 gold 1809 silver 2277 copper
Playing time: 5 days / 0 hours/ 2 minutes
Received data: 0.0343 MB this session.
Send data: 0.0005 MB this session.
Compression ratio: 77%
77%
Status: Standing.
Epic points(total): 4(4)
Epic Bonus: No Epic Bonus (0.00%)
Frags: -1.00 Deaths: 24
Enchantments: Ultravision
Stat Pool Timeout: None
Bartender Quests Remaining: 5.
Combat Pulse: 19 Spell Pulse: 0.87
Leaderboard Points: 478
Active Spells:
--------------
conjure elemental (1 minute)
< 287h/287H 115v/123V Pos: standing >
Hint: Typing 'aggressive 0' will make you automatically attack any aggressive monsters that enter the room. Type 'aggressive off' to turn this off.
< 287h/287H 122v/123V Pos: standing >
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
A young man in leather armor seems to be patrolling outside the gates.
A young man in leather armor seems to be patrolling outside the gates.
< 287h/287H 121v/123V Pos: standing >
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
< 287h/287H 119v/123V Pos: standing >
Alas, you cannot go that way. . . .
< 287h/287H 122v/123V Pos: standing >
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
A homeless peasant is here, looking lost and hungry.
A large rat is scurrying about here.
< 287h/287H 121v/123V Pos: standing >
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
< 287h/287H 119v/123V Pos: standing >
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
< 287h/287H 118v/123V Pos: standing >
Alas, you cannot go that way. . . .
< 287h/287H 120v/123V Pos: standing >
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.
An odd little man, with a shaved head and an orange robe, hums something.
< 287h/287H 120v/123V Pos: standing >
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
< 287h/287H 118v/123V Pos: standing >
You must wait a short time before calling another minion into existence.
< 287h/287H 121v/123V Pos: standing >
Score information for Neowen
Level: 55 Race: Githzerai Class: Summoner / Naturalist Sex: Male
Hit points: 287(287) Moves: 123(123)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Compression ratio: 77%
Status: Standing.
Frags: -1.00 Deaths: 24
Enchantments: Ultravision
Combat Pulse: 19 Spell Pulse: 0.87
Leaderboard Points: 478
Active Spells:
--------------
conjure elemental (1 minute)
Score information for Neowen
Level: 55 Race: Githzerai Class: Summoner / Naturalist Sex: Male
Hit points: 287(287) Moves: 123(123)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Coins in bank: 93 platinum 1640 gold 1809 silver 2277 copper
Playing time: 5 days / 0 hours/ 2 minutes
Received data: 0.0357 MB this session.
Send data: 0.0006 MB this session.
Compression ratio: 77%
77%
Status: Standing.
Epic points(total): 4(4)
Epic Bonus: No Epic Bonus (0.00%)
Frags: -1.00 Deaths: 24
Enchantments: Ultravision
Stat Pool Timeout: None
Bartender Quests Remaining: 5.
Combat Pulse: 19 Spell Pulse: 0.87
Leaderboard Points: 478
Active Spells:
--------------
conjure elemental (1 minute)
< 287h/287H 123v/123V Pos: standing >
You must wait a short time before calling another minion into existence.
< 287h/287H 123v/123V Pos: standing >
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
< 287h/287H 121v/123V Pos: standing >
The Great Crossroad
The Great Crossroads separate the mighty city of Tharnadia from the wilderness
and the dangers of the outside world. The spires of the city can be seen off in
the distance to the west, while a mighty fortress rises up just to the east of
here. All newcomers to the Realms are warned about leaving the protection of the
city, and should do so only when they feel confident. A tall sign points in
every direction here, listing off points of interest and some of the other major
hometowns that lie scattered across this contintent.
A bright light fills this area.
Obvious exits: -East -West
A tough looking warrior is scanning the landscape beyond the walls.
< 287h/287H 120v/123V Pos: standing >
M^**^*.^^
*******..
*M+**^**
^@+MM++
*M+*^*.*
M^******.
MMM^***^.
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates.
< 287h/287H 120v/123V Pos: standing >
Autosaving...
< 287h/287H 123v/123V Pos: standing >
You are using:
<worn around neck> a light blue scarf
<worn around neck> a light blue scarf
<worn on body> a shabby alligator skin jerkin
<worn about body> a hard leather cloak
<worn about waist> a thin leather belt
<worn on belt buckle>a glowing quill (glowing)
<held as shield> a small round wooden shield
<worn on hands> a pair of brown leather gloves
<held> a steel dagger
<worn on feet> a pair of tight black slippers
< 287h/287H 123v/123V Pos: standing >
M^**^*.^^
*******..
*M+**^**
^@+C+++
*M+*^*.*
M^******.
MMM^***^.
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates.
< 287h/287H 123v/123V Pos: standing >
Hint: Try 'toggle battle' before your next fight. It displays attacks a little more vividly.
< 287h/287H 123v/123V Pos: standing >
You see nothing special about it.
A Town Guardian appears to be Human and is in excellent condition.
It's medium in size.
It seems to be moving much faster than normal..
Through your advanced training, you glean they are a level 58 Warrior Cleric / Healer.
< 287h/287H 123v/123V Pos: standing >
You feel a brief tinge of magical power engulf you as you fail to call forth your minion.
< 287h/287H 123v/123V Pos: standing >
You must wait a short time before calling another minion into existence.
< 287h/287H 123v/123V Pos: standing >
M^**^*.^^
*******..
*M+**^**
^@+C+++
*M+*^*.*
M^******.
MMM^***^.
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates.
< 287h/287H 123v/123V Pos: standing >
The sun rises over the northern horizon.
< 287h/287H 123v/123V Pos: standing >
You are using:
<worn around neck> a light blue scarf
<worn around neck> a light blue scarf
<worn on body> a shabby alligator skin jerkin
<worn about body> a hard leather cloak
<worn about waist> a thin leather belt
<worn on belt buckle>a glowing quill (glowing)
<held as shield> a small round wooden shield
<worn on hands> a pair of brown leather gloves
<held> a steel dagger
<worn on feet> a pair of tight black slippers
< 287h/287H 123v/123V Pos: standing >
You are carrying: (1/11)
a spellbook
< 287h/287H 123v/123V Pos: standing >
You must wait a short time before calling another minion into existence.
< 287h/287H 123v/123V Pos: standing >
Hint: Most commands have help files. Type 'help (command)' to learn how to use game commands.
< 287h/287H 123v/123V Pos: standing >
M^**^*.^^
*******..
*M+**^**
^@+C+++
*M+*^*.*
M^******.
MMM^***^.
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates.
< 287h/287H 123v/123V Pos: standing >
You must wait a short time before calling another minion into existence.
< 287h/287H 123v/123V Pos: standing >
Score information for Neowen
Level: 55 Race: Githzerai Class: Summoner / Naturalist Sex: Male
Hit points: 287(287) Moves: 123(123)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Compression ratio: 77%
Status: Standing.
Frags: -1.00 Deaths: 24
Enchantments: Ultravision
Combat Pulse: 19 Spell Pulse: 0.87
Leaderboard Points: 478
Active Spells:
--------------
conjure elemental (less than a minute remaining)
Score information for Neowen
Level: 55 Race: Githzerai Class: Summoner / Naturalist Sex: Male
Hit points: 287(287) Moves: 123(123)
Coins carried: 0 platinum 0 gold 0 silver 0 copper
Coins in bank: 93 platinum 1640 gold 1809 silver 2277 copper
Playing time: 5 days / 0 hours/ 5 minutes
Received data: 0.0381 MB this session.
Send data: 0.0007 MB this session.
Compression ratio: 77%
77%
Status: Standing.
Epic points(total): 4(4)
Epic Bonus: No Epic Bonus (0.00%)
Frags: -1.00 Deaths: 24
Enchantments: Ultravision
Stat Pool Timeout: None
Bartender Quests Remaining: 5.
Combat Pulse: 19 Spell Pulse: 0.87
Leaderboard Points: 478
Active Spells:
--------------
conjure elemental (less than a minute remaining)
< 287h/287H 123v/123V Pos: standing >
You must wait a short time before calling another minion into existence.
< 287h/287H 123v/123V Pos: standing >
M^**^*.^^
*******..
*M+**^**
^@+C+++
*M+*^*.*
M^******.
MMM^***^.
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates.
< 287h/287H 123v/123V Pos: standing >
1st CIRCLE:
detect magic
magic missile
minor creation
2nd CIRCLE:
burning hands
chill touch
mirror image
sleep
3rd CIRCLE:
agility
concealment
dispel magic
mage flame
shocking grasp
strength
4th CIRCLE:
enchant weapon
infravision
levitate
lightning bolt
ray of enfeeblement
reveal true name
wall of force
5th CIRCLE:
coldshield
contain being
fireshield
identify
sense follower
slowness
6th CIRCLE:
color spray
feeblemind
minor globe of invulnerability
stone skin
teleport
7th CIRCLE:
airy water
cone of cold
dimension door
fireball
haste
ice storm
wall of flames
wall of ice
web
8th CIRCLE:
detect invisibility
globe of invulnerability
improved invisibility
prismatic spray
9th CIRCLE:
acidimmolate
fly
gate
prismatic ray
relocate
10th CIRCLE:
farsee
group stone skin
11th CIRCLE:
group globe of invulnerability
prismatic cube
1st CIRCLE:
detect magic
magic missile
minor creation
2nd CIRCLE:
burning hands
chill touch
mirror image
sleep
3rd CIRCLE:
agility
concealment
dispel magic
mage flame
shocking grasp
strength
4th CIRCLE:
enchant weapon
infravision
levitate
lightning bolt
ray of enfeeblement
reveal true name
wall of force
5th CIRCLE:
coldshield
contain being
fireshield
identify
sense follower
slowness
6th CIRCLE:
color spray
feeblemind
minor globe of invulnerability
stone skin
teleport
7th CIRCLE:
airy water
cone of cold
dimension door
fireball
haste
ice storm
wall of flames
wall of ice
web
8th CIRCLE:
detect invisibility
globe of invulnerability
improved invisibility
prismatic spray
9th CIRCLE:
acidimmolate
fly
gate
prismatic ray
relocate
10th CIRCLE:
farsee
group stone skin
11th CIRCLE:
group globe of invulnerability
prismatic cube
< 287h/287H 123v/123V Pos: standing >
An elite highwayman rides in on a magnificent horse from the east.
< 287h/287H 123v/123V Pos: standing >
< 287h/287H 123v/123V Pos: standing >
An elite highwayman leaves south riding on a magnificent horse.
< 287h/287H 123v/123V Pos: standing >
M^**^*.^^
*******..
*M+**^**
^@+C+++
*M+*^*.*
M^******.
MMM^***^.
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates.
< 287h/287H 123v/123V Pos: standing >
An elite highwayman rides in on a magnificent horse from the south.
< 287h/287H 123v/123V Pos: standing >
An elite highwayman leaves north riding on a magnificent horse.
< 287h/287H 123v/123V Pos: standing >
An elite highwayman rides in on a magnificent horse from the north.
< 287h/287H 123v/123V Pos: standing >
An elite highwayman leaves east riding on a magnificent horse.
< 287h/287H 123v/123V Pos: standing >
The day has begun.
< 287h/287H 123v/123V Pos: standing >
M^**^*.^^
*******..
*M+**^**
^@+C+++
*M+*^*.*
M^******.
MMM^***^.
A Recently Rebuilt Stone Highway
Obvious exits: -North -East -South -West
A Decorated Town Guardian stands watch over the city gates.
A Decorated Town Guardian stands watch over the city gates.
< 287h/287H 123v/123V Pos: standing >
Hint: Not sure if you are playing the right class? Experiment with different classes until you find one that fits your play style.
< 287h/287H 123v/123V Pos: standing >
A Troll snaps into visibility.
Out of nowhere, a Troll stabs you in the back.
OUCH! That really did HURT!
< 171h/287H 123v/123V Pos: standing >
< T: Neowen TP: sta TC: few wounds E: A Troll sta EP: excellent >
Sparks... flashing lights... you cannot concentrate!
You miss someone.
A Troll snaps into visibility.
< 171h/287H 123v/123V Pos: standing >
< T: Neowen TP: sta TC: few wounds E: A Troll sta EP: excellent >
A Town Guardian suddenly attacks a Troll!
A Town Guardian's punch wounds a Troll.
A Town Guardian is burned severely as it hits a Troll!
A Troll snaps into visibility.
A Troll's powerful slash strikes you very hard.
A Troll's powerful pierce seriously wounds you.
A Troll's pierce seriously wounds you.
A Troll's powerful slash enshrouds you in a mist of blood.
A Troll's powerful slash enshrouds you in a mist of blood.
A Troll's impressive slash causes you to grimace in pain.
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
< 14h/287H 123v/123V Pos: standing >
< T: Neowen TP: sta TC: awful E: A Troll sta EP: few scratches >
A Town Guardian suddenly attacks a Troll!
As a Town Guardian attempts to attack a Troll, a Troll intercepts the attack with his hands and twist a Town Guardian's arm!
< 14h/287H 123v/123V Pos: standing >
< T: Neowen TP: sta TC: awful E: someone sta EP: few scratches >
A Troll snaps into visibility.
A Troll tackles you square in the chest knocking the wind out of you!
You suddenly don't have the energy to fight!
< 14h/287H 123v/123V Pos: sitting >
< T: Neowen TP: sit TC: awful E: A Troll sta EP: few scratches >
A Troll snaps into visibility.
A Town Guardian's decent punch wounds a Troll.
A Town Guardian is burned severely as it hits a Troll!
A Town Guardian's crude punch grazes a Troll.
A Town Guardian is burned severely as it hits a Troll!
A Town Guardian suddenly appears a bit confused!
A Town Guardian's punch wounds a Troll.
A Town Guardian is burned severely as it hits a Troll!
A Town Guardian's crude punch grazes a Troll.
A Town Guardian is burned severely as it hits a Troll!
A Town Guardian starts casting an offensive spell.
< 16h/287H 123v/123V Pos: sitting >
< T: Neowen TP: sit TC: awful E: A Troll sta EP: few scratches >
A Troll parries a Town Guardian's lunge at him.
A Troll parries a Town Guardian's lunge at him.
A Town Guardian hits a Troll with a mighty kick to his chest.
A Town Guardian is burned severely as it hits a Troll!
A Troll snaps into visibility.
A Troll's powerful slash hits you.
Your thin leather belt was completely destroyed by the massive blow!