Tromp
02-07-2006, 11:41 PM
Where in the @$%#$%@ are they? I haven't played this character in a long time and totally forgot he joined the @$@#$!@# house! Wasted a $!@#$! hour looking for the damn locker!
<exhale>
Anyone able to enlighten me or bestow a clue or two upon my person?
Ebondale
02-08-2006, 01:12 AM
Haven't been a Brigatta member for like nine years but I recall something like... going through a door or an arch or something from the room that has a table in it with stuff on the table.
/super cryptic
Sylvan Dreams
02-08-2006, 04:02 AM
Assuming you're physically in House Brigatta and not in a house annex, you'll need to be in the common room and pull the black volume.
Tromp
02-08-2006, 09:54 AM
Awesome! Thanks to both of you for the assist.
GS4-D
02-08-2006, 01:13 PM
Here's where you can access them in all towns.. if you are premium and have more than 1 locker, or you decide to move to another town.
Wehneimer's Landing
[House Brigatta, Common Room]
The main room of the house is large but cozy. A pair of leather settees with matching footstools sit before a massive rough-hewn stone fireplace. Along one wall, tall bookcases stand alternately with weapons racks, each holding a goodly assortment of their proper objects. Thickly woven tapestries cover the windows, enhancing the room's feelings of privacy and intimacy. You also see a shimmering basket of gift wristlets, a glaes-paned dark maoral postern, a small oak counter with some stuff on it, a polished rosewood door, a gold-trimmed modwir plaque and a polished mahogany case.
Obvious exits: east, south
PULL BLACK VOLUME
[House Brigatta, Secret Hallway]
This narrow hallway ends in a blank wall and at the other end a curtain. You also see a small lever.
Obvious exits: south
Brigatta Annexes
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Ta'Vaalor -
[Dancing Dahcre, Hallway]
Ground flecks of white quartz have been mixed into the limestone whitewashing used on the walls in this section of the hallway. Chips of dragonseye sapphire have been set into the walls at various points. The sapphire and quartz cause the walls to reflect tiny pinpoints of brilliance in the light cast by several hanging lanterns, giving the impression of a firmament of stars. You also see a shimmering basket of gift wristlets and a chalcedony wrapped arch.
Obvious exits: east, west
[The Keep Dahcre Chamber]
Intricately woven tapestries hang above wainscoting of polished rosewood, giving a warmth and intimacy to this generously-sized room. Several leather settees with matching footstools are clustered around a chalcedony fireplace, above which is hung a silver looking-glass. A large rosewood table set in one corner, flanked by twin white and blue banners, offers a repast for weary travellers. A sapphire and white quartz medallion, set above a chalcedony wrapped arch leading into this room, shimmers slightly in the light. You also see a polished quartz pedestal with a graceful unicorn statue on it.
Obvious exits: none
>PULL STATUE
When you pull on the statue, a hidden door swings open in front of you and you quickly scamper through it before it slams shut again.
[Darkened Chamber]
A single glaesine sconce attached to the wall illuminates the small chamber, casting a fitfully flickering light across the room's few features. Smooth, dark-veined granite walls rise into the shadowed darkness. Dangling from a chain at one side of the room is a small mithglin ring. At the far end of the chamber is a simple curtained opening.
Obvious exits: none
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Ta'Illistrim - Lost Home
[East Wing]
The corridor stretches away to the northeast and southwest. A single, tall window is set in the wall, allowing a single wide beam of light to illuminate the dark flagstones. You also see a granite arch with an engraved Brigatta placard on it and a marble arch with an engraved Twilight placard on it.
Obvious exits: northeast, southwest
[The Lapis Lounge]
A sofa and several chairs covered with pale-blue velvet sit close to the hearth as if for a casual meeting of old friends. The mantel of the marble hearth is covered with small items and tiny framed portraits. Particularly notable is a statuette of a rearing stallion. You also see a burning candle sconce, an arch, a basket of sticks, a shimmering basket of gift wristlets and a polished long buffet table decorated with golden pillar candles with some stuff on it.
Obvious exits: none
PULL SCONCE
[A Stone Chamber]
A single oil lamp hanging from the high vaulted ceiling illuminates the small oval chamber. Smooth, dark-veined granite walls rise into the shadowed darkness. Firmly bolted to the wall at one side of the room is a small, cast-iron ring. At the far end of the chamber is a simple curtained opening.
Obvious exits: none
----------
Zul Lagoth - Rockslingers (movers)
[Rockslinger's, Annex Corridor]
A long, wide corridor extends north and west, its length lit by a huge amber toadstool planted in a large stone pot. Tightly woven, sapphire blue carpet covers the floor, muffling footsteps and providing a soft surface on which to walk. Overhead, timbers spaced two feet apart hold up the grey granite ceiling, the timber ends disappearing into the light blue marble walls on either side of the corridor. More corridor extends north and west. You also see the Brigatta arch and the Twilight arch.
Obvious exits: north, west
[Brigatta Annex]
Two huge toadstools in large stone pots illuminate a large, comfortable room. Dusky brown granite benches line two of the marble walls, facing each other across the sapphire carpet. On one wall, a brass arch allows exit to the corridor outside, while on the other wall a curtain provides entrance to the locker area. You also see a small granite wastebasket.
Obvious exits: none
----------
Solhaven - Warehouse
[Warehouse, Second Floor Hall]
This tight, north-south hallway is dark and dank. Musty smells from the warehouse below waft up though obvious gaps in the floorboards. Sawdust and discarded bent nails litter the floors. You also see a solid pine door with a tarnished brass plaque on it.
Obvious exits: north, south
[Lockers, Antechamber]
A simple wooden chair and a short square table are the only furnishings in this bare room. The open ceiling shows the warehouse roof high above. The sounds of workers moving crates in the warehouse below can be easily heard through the thin floors. You also see a curtained opening and a shimmering basket of gift wristlets.
Obvious exits: north, out
----------
Icemule - Gaming Hall
[Silvermule, Corridor]
The corridor is lined with piles of neatly folded--and empty--money sacks. Boxes of playing cards are stacked upon closed crates bearing labels from the Borthuum Mining Company. You also see a gooseberry arch with a large Paupers placard on it and a huckleberry arch with a large Brigatta placard on it.
Obvious exits: north, south
LEAN BOOK IN BOOKCASE
You hear a slight click and a hidden door swings open behind you, which you quickly scamper through before it slams shut again.
[Huckleberry Room Cubbyhole]
The small room ends in a dark leather curtain which is drawn shut. Remnants of old advertising slogans are painted onto the curtain. You also see a leather curtain and a small lever.
Obvious exits: none
----------
Teras
Adventurers' Rest [Krodera and Dragonseye]
>go rest
[Adventurers' Rest, Foyer]
As the heavy doors close behind you, the bustle of the street fades away. Banners from the various Wehnimer's Landing Houses are mixed with other, unfamiliar banners hanging along the walls. You also see the front desk and a long mistwood bench with some stuff on it.
Obvious exits: east, west, out
>move e
[Adventurers' Rest, Long Hall]
Gusts of hot air blow into the cavern, occasionally picking up ash and carrying it off to another part of the passage. The walls are crystallized and appear to have been exposed to some great heat recently. You also see a sapphire archway with a large Brigatta placard on it, an emerald archway with a large Sylvanfair placard on it and a diamond archway with a large Arcane Masters placard on it.
Obvious exits: east, west
>go sapphire archway
[Sapphire Lounge]
Silk carpet of midnight blue softens your footfalls as you cross the room. Chairs are arranged intimately near the tiled hearth. On the mantel, the candles' flames flutter quietly, creating dancing duplicates of the flowers and bric-a-brac beside them. You also see a shimmering basket of gift wristlets, a mistwood bookcase with an empty bottle on it, a curved archway and a small flagstone pedestal with a miniature house on it.
Obvious exits: none
>pull tome
When you pull on the tome, a hidden door swings open in front of you and you quickly scamper through it before it slams shut again.
[Sapphire Lounge, Cubbyhole]
This narrow, cramped space ends abruptly at a curtain. You also see a small lever.
Obvious exits: none
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