Drew2
11-26-2003, 08:14 AM
He picked a fight with me over the amulet and in TSC, so I obliged.
The voice of Methadun says, "Im here."
>
Lady Sapphyrre just came through the wooden gates.
>
Lady Beulapa just came through the wooden gates.
>
Akoll just arrived.
>
Akoll just went through the wooden gates.
>
Lady Beulapa just went southwest.
>l
[Wehnimer's, Outside Gate]
Citizens, merchants and assorted dregs of society jostle against you before the great wooden gates of Wehnimer's Landing. Harried guards and militiamen try to keep the chaos to a minimum, but it is hard to keep track of those entering, let alone leaving, this large trading post. A dirt path encircling the wooden palisade of the town leads east and southwest. Nailed prominently to the wooden wall beside the gate is a sign you really should read. You also see the earth brown Sapphyrre disk and a Wayside Inn.
Also here: Lady Sapphyrre, Jaehood
Obvious paths: north, east, southwest, northwest
>
You say, "Yep."
>
Lady Sapphyrre just went southwest.
You say, "I figured you'd be a sneaky wench."
>
Methadun comes out of hiding.
>
You say, "So I'm a sneaky wench."
>
Methadun yawns.
>l
[Wehnimer's, Outside Gate]
Citizens, merchants and assorted dregs of society jostle against you before the great wooden gates of Wehnimer's Landing. Harried guards and militiamen try to keep the chaos to a minimum, but it is hard to keep track of those entering, let alone leaving, this large trading post. A dirt path encircling the wooden palisade of the town leads east and southwest. Nailed prominently to the wooden wall beside the gate is a sign you really should read. You also see a Wayside Inn.
Also here: Methadun, Jaehood
Obvious paths: north, east, southwest, northwest
>lean meth
You come out of hiding.
You lean on Methadun.
>
Methadun hurls himself at you and connects!
MS: +198 - MD: +138 + MAvA: +11 + d100: +16 == +87
Failed!
Methadun fails to bring you down, but manages to scramble back to his feet.
>
Methadun says, "Haha."
>
.cast 111 meth
[Press the ESCape key to abort script.]
prep 111
You utter a light chant and raise your hands, beckoning the lesser spirits to aid you with the Fire Spirit spell...
Your spell is ready.
[Script]>stance off
cast meth
You are now in an offensive stance.
[Script]>You gesture at Methadun.
You hurl a roaring ball of fire at Methadun!
AS: +289 vs DS: +229 with AvD: +40 + d100 roll: +60 = +160
... and hit for 12 points of damage!
Minor burns to left arm. That hurts a bit.
The roaring ball of fire strikes Methadun, blossoming into a much larger sphere of flame upon impact.
... 30 points of damage!
Extreme heat causes Methadun's left leg to expand and snap. That must hurt!
He is knocked to the ground!
stance def
[Script finished!]
He is stunned!
A burst of flame from your roaring ball of fire flies off and hits Jaehood!
... 25 points of damage!
Flames burn hole in chest exposing ribs!
He is stunned!
Cast Roundtime 3 Seconds.
>Cast Round Time in effect: Setting stance to guarded.
>
Methadun appears less confident.
>"I win
You say, "I win."
>
Snowdrop just came through the wooden gates.
>
Snowdrop just went southwest.
>l
[Wehnimer's, Outside Gate]
Citizens, merchants and assorted dregs of society jostle against you before the great wooden gates of Wehnimer's Landing. Harried guards and militiamen try to keep the chaos to a minimum, but it is hard to keep track of those entering, let alone leaving, this large trading post. A dirt path encircling the wooden palisade of the town leads east and southwest. Nailed prominently to the wooden wall beside the gate is a sign you really should read. You also see a Wayside Inn.
Also here: a stunned Methadun who is lying down, a stunned Jaehood
Obvious paths: north, east, southwest, northwest
>prep 1140
You feel at full magical power again.
>
You focus your thoughts while chanting the mystical phrase for Empathic Dispel...
Your spell is ready.
>cast meth
You gesture at Methadun.
A pale, flickering nimbus coalesces around Methadun, then vanishes in a brilliant flash!
The deep blue glow leaves Methadun.
The light blue glow leaves Methadun.
Methadun seems less resolute.
Methadun seems hesitant, looking unsure of himself.
The guiding force leaves Methadun.
The dim aura fades from around Methadun.
Methadun seems slightly different.
The powerful look leaves Methadun.
Cast Roundtime 3 Seconds.
>prep 214
You trace a sign while beseeching the spirits to empower you with the Bind spell...
Your spell is ready.
>cast meth
You gesture at Methadun.
CS: +212 - TD: +133 + CvA: -18 + d100: +61 == +122
Warding failed!
Methadun suddenly stops all movement.
Cast Roundtime 3 Seconds.
You whistle tunelessly to yourself, remembering days past.
>l
[Wehnimer's, Outside Gate]
Citizens, merchants and assorted dregs of society jostle against you before the great wooden gates of Wehnimer's Landing. Harried guards and militiamen try to keep the chaos to a minimum, but it is hard to keep track of those entering, let alone leaving, this large trading post. A dirt path encircling the wooden palisade of the town leads east and southwest. Nailed prominently to the wooden wall beside the gate is a sign you really should read. You also see a Wayside Inn.
Also here: a stunned Methadun who is lying down, a stunned Jaehood
Obvious paths: north, east, southwest, northwest
>prep 108
You gesture while calling upon the lesser spirits to aid you with the Stun Relief spell...
Your spell is ready.
>cast meth
You gesture at Methadun.
The glazed look leaves Methadun.
Cast Roundtime 3 Seconds.
Methadun says, "God damn idiot."
>
You ask, "Me?"
>
You say, "Looks like you lost."
>
Methadun says, "Dispelled me."
>
You say, "Well yeah."
>
Methadun says, "Your too old."
>
You feel more refreshed.
You say, "Heh."
>
Methadun says, "Whyd you do that."
>
You see Methadun Breakwen the Man-at-Arms.
He appears to be a Dwarf of the Roramnoak Clan.
He appears to be very young and taller than average. He has hooded dark eyes and black skin. He has short, coal black hair worn in elaborate braids. He has a broken nose and a missing tooth.
He has a fractured and bleeding left leg, and some minor cuts and bruises on his left arm.
He is bleeding from the left leg.
He is holding an antique oak hilted steel greatsword in his right hand.
He is wearing a gold ring, a weathered leather belt, a shell-clasped blue silk pack, some void black eahnor body armor, a midnight black glove, a ruby amulet, a blackworked gold and azure hip-satchel, a rusty iron mesh pouch with a short broken-off lever attached to the top, a glowing amulet, a black alchemy bag, a translucent dark spidersilk longcoat, a jet black onyx-buttoned vest, a shadowy black weapons harness, some black spike-heeled boots, a twisted black mithril chain, and some dark silver-buttoned breeches.
>
You say, "You attacked first, if I'm not msitaken."
>
You say, "Mistaken."
>l
[Wehnimer's, Outside Gate]
Citizens, merchants and assorted dregs of society jostle against you before the great wooden gates of Wehnimer's Landing. Harried guards and militiamen try to keep the chaos to a minimum, but it is hard to keep track of those entering, let alone leaving, this large trading post. A dirt path encircling the wooden palisade of the town leads east and southwest. Nailed prominently to the wooden wall beside the gate is a sign you really should read. You also see a Wayside Inn.
Also here: Methadun who is lying down, Jaehood
Obvious paths: north, east, southwest, northwest
>
Methadun says, "U didnt have to dispell me."
>
Methadun begins to move again.
>
Methadun stands up.
>
You are now in a defensive stance.
>
Also here: Methadun, Jaehood
Obvious paths: north, east, southwest, northwest
>
You say, "Well I didn't kill you."
>
You say, "So that's a plus."
>
Methadun says, "So."
>
Jaehood raises a hand while murmuring a soft orison...
>
Jaehood's group just went east.
Jaehood's group just arrived.
Jaehood gestures while calling upon the lesser spirits for aid...
>
Jaehood's group just went east.
>
Jaehood's group just arrived.
You give your eyebrow a little workout. (I knew what was coming, but I also knew he’d go to jail)
>
Methadun swings an antique oak hilted steel greatsword at you!
AS: +488 vs DS: +345 with AvD: +42 + d100 roll: +14 = +199
... and hits for 57 points of damage!
Powerful slash just cracks your weapon arm!
You are stunned for 2 rounds!
The guiding force leaves Methadun.
>stance def
You are still stunned.
>
* Sunfey just bit the dust!
>
Methadun swings an antique oak hilted steel greatsword at you!
AS: +413 vs DS: +302 with AvD: +42 + d100 roll: +60 = +213
... and hits for 88 points of damage!
Lucky shot rips through bone and muscle sending weapon arm flying.
>
You feel more refreshed.
>
.cast 111 meth
[Press the ESCape key to abort script.]
prep 111
Methadun swings an antique oak hilted steel greatsword at you!
AS: +413 vs DS: +205 with AvD: +42 + d100 roll: +37 = +287
... and hits for 119 points of damage!
Awful slash nearly decapitates you!
That's one way to lose your head.
Your SIGN OF SMITING is no longer effective.
Your SIGN OF STRIKING is no longer effective.
You are a ghost! You must wait until someone resurrects you, or you decay. Either way, it won't be long now! (HELP for more details).
The buzz of thoughts in your mind subsides.
Your SIGN OF DEFENDING is no longer effective.
The very powerful look leaves you.
The white light leaves you.
Your SIGN OF WARDING is no longer effective.
The dim aura fades from around you.
The powerful look leaves you.
The air calms down around you.
You feel less confident.
Your SIGN OF SHIELDS is no longer effective.
The brilliant aura fades away from you.
You feel less secure.
It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...
You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.
...departing in 10 mins...
A small human child cries out, "Murder!". His mother then sends him off for the town constable.
[Script]> * Tayre just bit the dust!
[Script]>
Jaehood just went through the wooden gates.
[Script]>'Heh
You say, "Heh."
[Script]>l
Methadun says, "Great."
[Script]>
[Wehnimer's, Outside Gate]
Citizens, merchants and assorted dregs of society jostle against you before the great wooden gates of Wehnimer's Landing. Harried guards and militiamen try to keep the chaos to a minimum, but it is hard to keep track of those entering, let alone leaving, this large trading post. A dirt path encircling the wooden palisade of the town leads east and southwest. Nailed prominently to the wooden wall beside the gate is a sign you really should read. You also see a Wayside Inn.
Also here: Methadun
Obvious paths: north, east, southwest, northwest
[Script]>
Suddenly you have the strangest feeling that you are being watched.
The feeling fades as quickly as it came.
[Script]>
Suddenly you have the strangest feeling that you are being watched.
The feeling fades as quickly as it came.
[Script]>
[Script aborted.]
The voice of Methadun says, "Look what you did."
>
Jaehood just came through the wooden gates.
>
Kazami's group just came through the wooden gates.
>'Hence the reason I didn't kill you
The focused look leaves Emislity.
>
You say, "Hence the reason I didn't kill you."
>
Jaehood raises a hand while murmuring a soft orison...
>
Jaehood gestures at you.
You feel a tingle on your soul, as if a powerful hand is gently cradling it.
(Thy soul is bound to thy body for an extra 13 minutes.)
>'Tool.
You say, "Tool."
>
Kazami blinks.
>
The voice of Methadun says, "Your fault."
>l
[Wehnimer's, Outside Gate]
Citizens, merchants and assorted dregs of society jostle against you before the great wooden gates of Wehnimer's Landing. Harried guards and militiamen try to keep the chaos to a minimum, but it is hard to keep track of those entering, let alone leaving, this large trading post. A dirt path encircling the wooden palisade of the town leads east and southwest. Nailed prominently to the wooden wall beside the gate is a sign you really should read. You also see a Wayside Inn.
Also here: Emislity, Kazami, Jaehood
Obvious paths: north, east, southwest, northwest
>
Suddenly you have the strangest feeling that you are being watched.
The feeling fades as quickly as it came.
>"No, I won, I stopped the dueling./
You say, "No, I won, I stopped the dueling./."
>
Kreoss just came through the wooden gates.
>
Kreoss gestures while calling upon the lesser spirits for aid...
>
Kazami's group just went through the wooden gates.
>
Kreoss gestures into the air.
>"You used your little poodle of a cleric there to be a tool.
Kreoss raises an eyebrow in Jaehood's direction.
>
You say, "You used your little poodle of a cleric there to be a tool."
>
Jaehood put a mithril-bound vultite kite shield in his dwarven war harness.
>l
[Wehnimer's, Outside Gate]
Citizens, merchants and assorted dregs of society jostle against you before the great wooden gates of Wehnimer's Landing. Harried guards and militiamen try to keep the chaos to a minimum, but it is hard to keep track of those entering, let alone leaving, this large trading post. A dirt path encircling the wooden palisade of the town leads east and southwest. Nailed prominently to the wooden wall beside the gate is a sign you really should read. You also see a Wayside Inn.
Also here: Kreoss, Jaehood
Obvious paths: north, east, southwest, northwest
>
The voice of Methadun says, "Yep."
>
The voice of Methadun says, "You lost wuds."
>
The voice of Methadun says, "Wus."
>
Dainslef just arrived.
>
Methadun comes out of hiding.
Methadun just entered a Wayside Inn.
>'Um.. no you did.
You say, "Um.. no you did."
The voice of Methadun says, "Im here."
>
Lady Sapphyrre just came through the wooden gates.
>
Lady Beulapa just came through the wooden gates.
>
Akoll just arrived.
>
Akoll just went through the wooden gates.
>
Lady Beulapa just went southwest.
>l
[Wehnimer's, Outside Gate]
Citizens, merchants and assorted dregs of society jostle against you before the great wooden gates of Wehnimer's Landing. Harried guards and militiamen try to keep the chaos to a minimum, but it is hard to keep track of those entering, let alone leaving, this large trading post. A dirt path encircling the wooden palisade of the town leads east and southwest. Nailed prominently to the wooden wall beside the gate is a sign you really should read. You also see the earth brown Sapphyrre disk and a Wayside Inn.
Also here: Lady Sapphyrre, Jaehood
Obvious paths: north, east, southwest, northwest
>
You say, "Yep."
>
Lady Sapphyrre just went southwest.
You say, "I figured you'd be a sneaky wench."
>
Methadun comes out of hiding.
>
You say, "So I'm a sneaky wench."
>
Methadun yawns.
>l
[Wehnimer's, Outside Gate]
Citizens, merchants and assorted dregs of society jostle against you before the great wooden gates of Wehnimer's Landing. Harried guards and militiamen try to keep the chaos to a minimum, but it is hard to keep track of those entering, let alone leaving, this large trading post. A dirt path encircling the wooden palisade of the town leads east and southwest. Nailed prominently to the wooden wall beside the gate is a sign you really should read. You also see a Wayside Inn.
Also here: Methadun, Jaehood
Obvious paths: north, east, southwest, northwest
>lean meth
You come out of hiding.
You lean on Methadun.
>
Methadun hurls himself at you and connects!
MS: +198 - MD: +138 + MAvA: +11 + d100: +16 == +87
Failed!
Methadun fails to bring you down, but manages to scramble back to his feet.
>
Methadun says, "Haha."
>
.cast 111 meth
[Press the ESCape key to abort script.]
prep 111
You utter a light chant and raise your hands, beckoning the lesser spirits to aid you with the Fire Spirit spell...
Your spell is ready.
[Script]>stance off
cast meth
You are now in an offensive stance.
[Script]>You gesture at Methadun.
You hurl a roaring ball of fire at Methadun!
AS: +289 vs DS: +229 with AvD: +40 + d100 roll: +60 = +160
... and hit for 12 points of damage!
Minor burns to left arm. That hurts a bit.
The roaring ball of fire strikes Methadun, blossoming into a much larger sphere of flame upon impact.
... 30 points of damage!
Extreme heat causes Methadun's left leg to expand and snap. That must hurt!
He is knocked to the ground!
stance def
[Script finished!]
He is stunned!
A burst of flame from your roaring ball of fire flies off and hits Jaehood!
... 25 points of damage!
Flames burn hole in chest exposing ribs!
He is stunned!
Cast Roundtime 3 Seconds.
>Cast Round Time in effect: Setting stance to guarded.
>
Methadun appears less confident.
>"I win
You say, "I win."
>
Snowdrop just came through the wooden gates.
>
Snowdrop just went southwest.
>l
[Wehnimer's, Outside Gate]
Citizens, merchants and assorted dregs of society jostle against you before the great wooden gates of Wehnimer's Landing. Harried guards and militiamen try to keep the chaos to a minimum, but it is hard to keep track of those entering, let alone leaving, this large trading post. A dirt path encircling the wooden palisade of the town leads east and southwest. Nailed prominently to the wooden wall beside the gate is a sign you really should read. You also see a Wayside Inn.
Also here: a stunned Methadun who is lying down, a stunned Jaehood
Obvious paths: north, east, southwest, northwest
>prep 1140
You feel at full magical power again.
>
You focus your thoughts while chanting the mystical phrase for Empathic Dispel...
Your spell is ready.
>cast meth
You gesture at Methadun.
A pale, flickering nimbus coalesces around Methadun, then vanishes in a brilliant flash!
The deep blue glow leaves Methadun.
The light blue glow leaves Methadun.
Methadun seems less resolute.
Methadun seems hesitant, looking unsure of himself.
The guiding force leaves Methadun.
The dim aura fades from around Methadun.
Methadun seems slightly different.
The powerful look leaves Methadun.
Cast Roundtime 3 Seconds.
>prep 214
You trace a sign while beseeching the spirits to empower you with the Bind spell...
Your spell is ready.
>cast meth
You gesture at Methadun.
CS: +212 - TD: +133 + CvA: -18 + d100: +61 == +122
Warding failed!
Methadun suddenly stops all movement.
Cast Roundtime 3 Seconds.
You whistle tunelessly to yourself, remembering days past.
>l
[Wehnimer's, Outside Gate]
Citizens, merchants and assorted dregs of society jostle against you before the great wooden gates of Wehnimer's Landing. Harried guards and militiamen try to keep the chaos to a minimum, but it is hard to keep track of those entering, let alone leaving, this large trading post. A dirt path encircling the wooden palisade of the town leads east and southwest. Nailed prominently to the wooden wall beside the gate is a sign you really should read. You also see a Wayside Inn.
Also here: a stunned Methadun who is lying down, a stunned Jaehood
Obvious paths: north, east, southwest, northwest
>prep 108
You gesture while calling upon the lesser spirits to aid you with the Stun Relief spell...
Your spell is ready.
>cast meth
You gesture at Methadun.
The glazed look leaves Methadun.
Cast Roundtime 3 Seconds.
Methadun says, "God damn idiot."
>
You ask, "Me?"
>
You say, "Looks like you lost."
>
Methadun says, "Dispelled me."
>
You say, "Well yeah."
>
Methadun says, "Your too old."
>
You feel more refreshed.
You say, "Heh."
>
Methadun says, "Whyd you do that."
>
You see Methadun Breakwen the Man-at-Arms.
He appears to be a Dwarf of the Roramnoak Clan.
He appears to be very young and taller than average. He has hooded dark eyes and black skin. He has short, coal black hair worn in elaborate braids. He has a broken nose and a missing tooth.
He has a fractured and bleeding left leg, and some minor cuts and bruises on his left arm.
He is bleeding from the left leg.
He is holding an antique oak hilted steel greatsword in his right hand.
He is wearing a gold ring, a weathered leather belt, a shell-clasped blue silk pack, some void black eahnor body armor, a midnight black glove, a ruby amulet, a blackworked gold and azure hip-satchel, a rusty iron mesh pouch with a short broken-off lever attached to the top, a glowing amulet, a black alchemy bag, a translucent dark spidersilk longcoat, a jet black onyx-buttoned vest, a shadowy black weapons harness, some black spike-heeled boots, a twisted black mithril chain, and some dark silver-buttoned breeches.
>
You say, "You attacked first, if I'm not msitaken."
>
You say, "Mistaken."
>l
[Wehnimer's, Outside Gate]
Citizens, merchants and assorted dregs of society jostle against you before the great wooden gates of Wehnimer's Landing. Harried guards and militiamen try to keep the chaos to a minimum, but it is hard to keep track of those entering, let alone leaving, this large trading post. A dirt path encircling the wooden palisade of the town leads east and southwest. Nailed prominently to the wooden wall beside the gate is a sign you really should read. You also see a Wayside Inn.
Also here: Methadun who is lying down, Jaehood
Obvious paths: north, east, southwest, northwest
>
Methadun says, "U didnt have to dispell me."
>
Methadun begins to move again.
>
Methadun stands up.
>
You are now in a defensive stance.
>
Also here: Methadun, Jaehood
Obvious paths: north, east, southwest, northwest
>
You say, "Well I didn't kill you."
>
You say, "So that's a plus."
>
Methadun says, "So."
>
Jaehood raises a hand while murmuring a soft orison...
>
Jaehood's group just went east.
Jaehood's group just arrived.
Jaehood gestures while calling upon the lesser spirits for aid...
>
Jaehood's group just went east.
>
Jaehood's group just arrived.
You give your eyebrow a little workout. (I knew what was coming, but I also knew he’d go to jail)
>
Methadun swings an antique oak hilted steel greatsword at you!
AS: +488 vs DS: +345 with AvD: +42 + d100 roll: +14 = +199
... and hits for 57 points of damage!
Powerful slash just cracks your weapon arm!
You are stunned for 2 rounds!
The guiding force leaves Methadun.
>stance def
You are still stunned.
>
* Sunfey just bit the dust!
>
Methadun swings an antique oak hilted steel greatsword at you!
AS: +413 vs DS: +302 with AvD: +42 + d100 roll: +60 = +213
... and hits for 88 points of damage!
Lucky shot rips through bone and muscle sending weapon arm flying.
>
You feel more refreshed.
>
.cast 111 meth
[Press the ESCape key to abort script.]
prep 111
Methadun swings an antique oak hilted steel greatsword at you!
AS: +413 vs DS: +205 with AvD: +42 + d100 roll: +37 = +287
... and hits for 119 points of damage!
Awful slash nearly decapitates you!
That's one way to lose your head.
Your SIGN OF SMITING is no longer effective.
Your SIGN OF STRIKING is no longer effective.
You are a ghost! You must wait until someone resurrects you, or you decay. Either way, it won't be long now! (HELP for more details).
The buzz of thoughts in your mind subsides.
Your SIGN OF DEFENDING is no longer effective.
The very powerful look leaves you.
The white light leaves you.
Your SIGN OF WARDING is no longer effective.
The dim aura fades from around you.
The powerful look leaves you.
The air calms down around you.
You feel less confident.
Your SIGN OF SHIELDS is no longer effective.
The brilliant aura fades away from you.
You feel less secure.
It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...
You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.
...departing in 10 mins...
A small human child cries out, "Murder!". His mother then sends him off for the town constable.
[Script]> * Tayre just bit the dust!
[Script]>
Jaehood just went through the wooden gates.
[Script]>'Heh
You say, "Heh."
[Script]>l
Methadun says, "Great."
[Script]>
[Wehnimer's, Outside Gate]
Citizens, merchants and assorted dregs of society jostle against you before the great wooden gates of Wehnimer's Landing. Harried guards and militiamen try to keep the chaos to a minimum, but it is hard to keep track of those entering, let alone leaving, this large trading post. A dirt path encircling the wooden palisade of the town leads east and southwest. Nailed prominently to the wooden wall beside the gate is a sign you really should read. You also see a Wayside Inn.
Also here: Methadun
Obvious paths: north, east, southwest, northwest
[Script]>
Suddenly you have the strangest feeling that you are being watched.
The feeling fades as quickly as it came.
[Script]>
Suddenly you have the strangest feeling that you are being watched.
The feeling fades as quickly as it came.
[Script]>
[Script aborted.]
The voice of Methadun says, "Look what you did."
>
Jaehood just came through the wooden gates.
>
Kazami's group just came through the wooden gates.
>'Hence the reason I didn't kill you
The focused look leaves Emislity.
>
You say, "Hence the reason I didn't kill you."
>
Jaehood raises a hand while murmuring a soft orison...
>
Jaehood gestures at you.
You feel a tingle on your soul, as if a powerful hand is gently cradling it.
(Thy soul is bound to thy body for an extra 13 minutes.)
>'Tool.
You say, "Tool."
>
Kazami blinks.
>
The voice of Methadun says, "Your fault."
>l
[Wehnimer's, Outside Gate]
Citizens, merchants and assorted dregs of society jostle against you before the great wooden gates of Wehnimer's Landing. Harried guards and militiamen try to keep the chaos to a minimum, but it is hard to keep track of those entering, let alone leaving, this large trading post. A dirt path encircling the wooden palisade of the town leads east and southwest. Nailed prominently to the wooden wall beside the gate is a sign you really should read. You also see a Wayside Inn.
Also here: Emislity, Kazami, Jaehood
Obvious paths: north, east, southwest, northwest
>
Suddenly you have the strangest feeling that you are being watched.
The feeling fades as quickly as it came.
>"No, I won, I stopped the dueling./
You say, "No, I won, I stopped the dueling./."
>
Kreoss just came through the wooden gates.
>
Kreoss gestures while calling upon the lesser spirits for aid...
>
Kazami's group just went through the wooden gates.
>
Kreoss gestures into the air.
>"You used your little poodle of a cleric there to be a tool.
Kreoss raises an eyebrow in Jaehood's direction.
>
You say, "You used your little poodle of a cleric there to be a tool."
>
Jaehood put a mithril-bound vultite kite shield in his dwarven war harness.
>l
[Wehnimer's, Outside Gate]
Citizens, merchants and assorted dregs of society jostle against you before the great wooden gates of Wehnimer's Landing. Harried guards and militiamen try to keep the chaos to a minimum, but it is hard to keep track of those entering, let alone leaving, this large trading post. A dirt path encircling the wooden palisade of the town leads east and southwest. Nailed prominently to the wooden wall beside the gate is a sign you really should read. You also see a Wayside Inn.
Also here: Kreoss, Jaehood
Obvious paths: north, east, southwest, northwest
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The voice of Methadun says, "Yep."
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The voice of Methadun says, "You lost wuds."
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The voice of Methadun says, "Wus."
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Dainslef just arrived.
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Methadun comes out of hiding.
Methadun just entered a Wayside Inn.
>'Um.. no you did.
You say, "Um.. no you did."