Kuyuk
11-06-2004, 10:54 AM
R>look loy
Orobini says, "I am the Guardian of Birch."
R>
You see Loy the Tree Herder.
She appears to be a Treant.
She appears to be as old as the hills and towering. She has sunken malevolent ale-brown eyes and sickly off-green skin. She has a twisted mass of twigs, leaves, dirt and green moss for hair. She has a flat face, a gnarled nose and a wooden trunk-like chest. She has thick, muscular arms of twisted vines and massive bulging roots that serve as legs.
She is in good shape.
She is holding a broken tree branch in her right hand.
She is wearing a leaf-covered wooden tunic, a engraved leather pouch, and a small knothole.
Insert lots of talking about how loy's mistress is gonna kill us all.
Loy pulls some sickly looking spores from her pouch and throws them about the area.
I>
Loy snickers.
I>
Loy trudges east.
I>
Madmountan just went east.
I>
A pike badger scrambles out of sight.
I>
Lady Pypir just went east.
I>e
[Krodera Street]
There is an enormous hole in the middle of this cobblestone street, wide enough to swallow a small hill and deep enough that you can't see the bottom. The dwarves who wander by ignore it, walking around the edges on their way. A small wooden booth sits near the edge of the crater. You also see a pike badger, a shabby hovel and a rectangular portal with strange mists slowly swirling across the face in a smooth hypnotic pattern.
Also here: Ryaf
Obvious paths: east, west
I>look
[Krodera Street]
There is an enormous hole in the middle of this cobblestone street, wide enough to swallow a small hill and deep enough that you can't see the bottom. The dwarves who wander by ignore it, walking around the edges on their way. A small wooden booth sits near the edge of the crater. You also see a pike badger, a shabby hovel and a rectangular portal with strange mists slowly swirling across the face in a smooth hypnotic pattern.
Also here: Ryaf
Obvious paths: east, west
I>e
[Krodera Street]
The walls of the canyon loom overhead. The street continues inside them to the east, entering a vast, dimly-lit tunnel. Dwarves and other folk wander in and out, some stopping at a small, bright-blue wooden shop here outside. A thick plume of black smoke puffs silently out of the shop's chimney and the faint smell of burning bread wafts throughout the street. You also see a flight of stone steps.
Also here: Madmountan
Obvious paths: east, west
I>e
Madmountan sighs.
I>
[Krodera Street]
The tunnel is wider and higher in here, big enough for a small castle. The homes are simple and stout, intermixed with small shops selling various wares. The dwarves wandering out of one large, low structure are all smiles and good cheer. Some pause to stretch, or to take a deep breath.
Obvious paths: east, west
I>e
You sense your fruit bat take off.
I>
[Mithril and Dragonstail]
This is a quiet neighborhood of large, well-built dwellings. Many of Kharam-Dzu's more prosperous dwarves call it home. Uniformed militia glance at you as they meander about on patrol, their footsteps echoing in the large cavern. A group of small children plays in the street.
Also here: Lady Pypir
Obvious paths: north, southwest, west
I>
Mulelip's group just arrived.
I>
Lady Pypir just went north.
I>
Silvendar comes out of hiding.
I>
Madmountan just arrived.
I>
Mulelip's group just went west.
I>
* Chazym just bit the dust!
I>
* Zurrainn just bit the dust!
I>
Madmountan just went west.
I>
You sense that your familiar has caught up with Silversi.
I>
Mulelip's group just went west.
I>
Madmountan just arrived.
I>tell fam to find loy
You concentrate on commanding your familiar...
You sense the familiar acknowledge your command.
I>
You sense that your familiar has caught up with Loy.
I>
Suddenly you have the strangest feeling that you are being watched.
The feeling fades as quickly as it came.
I>
Loy gruffly says, "Go away giant."
I>
Loy pulls some sickly looking spores from her pouch and throws them about the area.
I>
* Ress just bit the dust!
I>
Pypir laughs softly, trying to hide her amusement.
I>
Loy trudges west.
I>tellf am to look
Please rephrase that command.
I>tell fam to look
[Imflass Street]
The air in the tunnel is comfortably cool and clammy. The stout little stone homes lining the street are bathed in a dim yellow glow. Many folks are headed to or from a large wood and stone shop. Its wares are displayed in the windows, cuts of meat, potatoes and other hearty foodstuffs.
Also here: Lady Pypir
Obvious paths: east, west
I>
Lady Pypir just went west.
I>
You sense that your familiar has caught up with Loy.
I>w
[Krodera Street]
The tunnel is wider and higher in here, big enough for a small castle. The homes are simple and stout, intermixed with small shops selling various wares. The dwarves wandering out of one large, low structure are all smiles and good cheer. Some pause to stretch, or to take a deep breath.
Obvious paths: east, west
I>
Loy pulls some sickly looking spores from her pouch and throws them about the area.
I>
Lady Pypir just arrived.
I>e
>e
[Mithril and Dragonstail]
This is a quiet neighborhood of large, well-built dwellings. Many of Kharam-Dzu's more prosperous dwarves call it home. Uniformed militia glance at you as they meander about on patrol, their footsteps echoing in the large cavern. A group of small children plays in the street.
Obvious paths: north, southwest, west
I>
You can't go there.
I>e
You can't go there.
I>n
[Imflass and Dragonstail]
Most of the homes here are shuttered, their doors and windows closed tight. Though most are sized for dwarves, a few of the homes are far larger, with doorways fit for a giant.
Obvious paths: north, south, west
I>
Loy pulls some sickly looking spores from her pouch and throws them about the area.
I>w
[Imflass Street]
The air in the tunnel is comfortably cool and clammy. The stout little stone homes lining the street are bathed in a dim yellow glow. Many folks are headed to or from a large wood and stone shop. Its wares are displayed in the windows, cuts of meat, potatoes and other hearty foodstuffs.
Obvious paths: east, west
I>e
[Imflass and Dragonstail]
Most of the homes here are shuttered, their doors and windows closed tight. Though most are sized for dwarves, a few of the homes are far larger, with doorways fit for a giant.
Obvious paths: north, south, west
I>w
[Imflass Street]
The air in the tunnel is comfortably cool and clammy. The stout little stone homes lining the street are bathed in a dim yellow glow. Many folks are headed to or from a large wood and stone shop. Its wares are displayed in the windows, cuts of meat, potatoes and other hearty foodstuffs.
Obvious paths: east, west
>w
I>w
[Imflass Street]
The street is drilled into the canyon wall here. The dwarves wandering out of the tunnel blink and squint in the light. Some children are playing by some bushes planted just south of the road. They run about frantically, searching for something.
Obvious paths: east, west
I>
[Imflass Street]
The clangs, bangs and cursing from this construction site drown out the din from the rest of the town. You can't yet tell what the dwarves are building. For now, it's just a huge hole in the ground surrounded by big piles of rocks. One massive boulder is tied up with stout ropes, extending to a pulley on a beam erected overhead. Two dwarves stand on each side of the rock, yelling, stamping their feet, and waving sheafs of parchment over their heads.
Obvious paths: east, west
I>
Pypir says, "Then you're on your own."
I>w
[Dragonspine and Imflass]
Dragonspine broadens into a wide plaza, a bazaar paved with grey and white granite flagstones. The foot traffic, mostly preoccupied dwarves, mingles with ox carts, pack horses, and burros laden with goods. Vendors have set up wooden booths to peddle their assorted wares. You also see a large fruit bat that is flying around and the Dwarven deputy.
Also here: Silvendar, Lady Pypir, Loy
Obvious paths: north, east, south, west
I>w
Lady Pypir just went west.
Lady Pypir just went west.
I>
[Imflass and Dragonseye]
It is peaceful here by the River Muagh. Small birds hop and skitter on the mud banks, their chirps blending with the bazaar's distant hum from the opposite shore. On the south side of the street is the burned-out shell of a small wood and stone building. It looks out of place, surrounded by verdant grass, flowers and trees on all sides. Few dwarves wander by here, and those that do seem strangely hushed. You also see a raffle table with some stuff on it and a rocky path.
Also here: Lady Pypir
Obvious paths: north, east, south
I>e
[Dragonspine and Imflass]
Dragonspine broadens into a wide plaza, a bazaar paved with grey and white granite flagstones. The foot traffic, mostly preoccupied dwarves, mingles with ox carts, pack horses, and burros laden with goods. Vendors have set up wooden booths to peddle their assorted wares. You also see a large fruit bat that is flying around and the Dwarven deputy.
Also here: Silvendar, Loy
Obvious paths: north, east, south, west
I>
A pike badger scampers in.
I>
Loy snickers.
I>off
You are now in an offensive stance.
I>
Loy trudges west.
I>
Silvendar removes a notched-haft grey vultite handaxe from in his silver-edged harness.
I>
The fruit bat flaps off.
I>
A pike badger scampers away.
I>prep 908
Your hands glow with power as you invoke the phrase for Major Fire...
Your spell is ready.
I>get blue cry
I>
You sense that your familiar has caught up with Loy.
I>
You remove a blue crystal from in your spidersilk cloak.
I>w
[Imflass and Dragonseye]
It is peaceful here by the River Muagh. Small birds hop and skitter on the mud banks, their chirps blending with the bazaar's distant hum from the opposite shore. On the south side of the street is the burned-out shell of a small wood and stone building. It looks out of place, surrounded by verdant grass, flowers and trees on all sides. Few dwarves wander by here, and those that do seem strangely hushed. You also see a raffle table with some stuff on it and a rocky path.
Obvious paths: north, east, south
I>
Loy trudges north.
I>n
[Golvern and Dragonseye]
The street runs along the edge of a large, well-tended rock garden. Massive boulders, tiny pebbles and all sizes of rocks in between are piled up in interesting shapes. Dwarves wander about amongst them, pausing to admire one mound or another. The garden extends several hundred feet to the north, ending at the town walls. The River Muagh lies just to the west. One family has set up a picnic on the river bank. You also see a mule and a mithril-bound wooden gate.
Obvious paths: east, south
I>n
>e
You can't go there.
I>
[Dragonspine and Golvern]
A troupe of dwarven musicians entertains the crowds at this busy intersection. The dwarves gathered around clap appreciatively, some singing along in clamorous, off-key voices. Other dwarves wander by about their business, many headed to or from the town gates to the north. One huffs and puffs with a large wheelbarrow full of rocks. You also see a squalid canvas pavilion.
Obvious paths: north, east, south, west
I>e
[Golvern Street]
As you wander among the small shops lining this cobblestone street, the ear-splitting curses of a spluttering dwarf assault your ears. He stands in front of a cart, thrashing his arms in the air and berating his bored-looking burro. The other dwarves who amble by afford him a wide berth.
Obvious paths: east, west
I>w
>n
[Dragonspine and Golvern]
A troupe of dwarven musicians entertains the crowds at this busy intersection. The dwarves gathered around clap appreciatively, some singing along in clamorous, off-key voices. Other dwarves wander by about their business, many headed to or from the town gates to the north. One huffs and puffs with a large wheelbarrow full of rocks. You also see a squalid canvas pavilion.
Obvious paths: north, east, south, west
I>
[Dragonspine and Glaes]
The town walls lie perhaps one hundred feet to the north, with dwarven militiamen pacing back and forth atop them. A rock garden to the west displays a wide variety of fascinating boulders. Beyond the garden, a barge makes its way south down the River Muagh, its decks piled high with freshly-cut logs. To the east Glaes Street, lined with small wood and stone homes, continues a few hundred feet to the walls of the canyon. You also see a large fruit bat that is flying around and a pike badger.
Obvious paths: north, east, south
I>tell fam to look
The fruit bat flaps off.
I>
The images are jumbled and rush by quickly. You realize your familiar is racing across the countryside in search of someone.
I>n
[Kharam-Dzu, Town Gates]
A sturdy wooden gate is set into the massive stone walls surrounding Kharam-Dzu. Mail-clad guards with pikes and heavy crossbows pace back and forth atop the walls. Dwarves, burros and the odd giantman or human travel the broad cobblestone street which leads south into town. A squad of dwarven militia drills on the small, rocky parade ground to the east. A cloud of dust surrounds them as they march to and fro, and the gruff barks of their sergeant blend with the din of the crowd at the gate. You also see a dark ladder leaning against a large invar-plated tower, a dark ladder leaning against a large invar-plated tower, a black glaes bench with some stuff on it, a wooden barrel and a wrought iron sign.
Obvious paths: south
I>n
You can't go there.
I>go gate
[Kharam-Dzu, Outside the Gate]
The wood-and-stone walls of a sizeable town rise before you. Mail-clad dwarves pace atop them, looking over your head up the canyon. The road enters the wide-open gates. Dwarves, giantmen, and burro-drawn carts pass through them into the bustle of the town. The river flows north through a gap in the walls to the west. Several squat barge wallow their way upon it. You also see a deckhand.
Obvious paths: north
I>n
>n
[Cobblestone Road, Canyon]
The road follows the river into a canyon, which narrows to the south. The craggy, reddish-brown rock towers hundreds of feet overhead. At the southern end of the canyon, a walled town sits at the base of the peak. The clang of a bell and the distant bustle of the crowd drift along the canyon. A squat barge plies the river toward the town, its deck piled high with fresh-cut timber and dozing dwarves. You also see a trail leading up the canyon wall.
Also here: Loy
Obvious paths: north, south
I>
Loy pulls some sickly looking spores from her pouch and throws them about the area.
I>n
[Cobblestone Road, Bridge]
A tall stone bridge spans the river, which rushes toward the northeast. Hooves clip-clopping on the cobblestones, burros pull wooden carts piled high with fresh-cut timber. The drovers are all dwarves and giantmen. They ignore you as they head south, toward the canyon. Over the burblings of the water, you hear the faint echoes of a busy town in the distance.
Obvious paths: south, northwest
I>
You can't go there.
I>
Loy trudges in.
I>
A pike badger scampers in.
I>
A large fruit bat appears overhead, circling.
I>rub blue cry
You rub a blue crystal.
An invisible force guides you.
The blue crystal suddenly disintegrates!
Cast Roundtime 3 Seconds.
I>
Loy pulls some sickly looking spores from her pouch and throws them about the area.
I>
Loy trudges northwest.
I>as
Wait 1 seconds.
I>
Wait 1 seconds.
I>
Wait 1 seconds.
I>as
You flex your muscles with renewed vigor!
I>
You flex your muscles with renewed vigor!
I>
You flex your muscles with renewed vigor!
I>sign of madness
You are filled with berserk rage! Attack! Attack! Attack!
I>nw
>nw
[Cobblestone Road]
The road is lined with tree stumps, shrubs and weeds. It runs toward the base of a canyon, which opens to the south. A great mountain dominates the horizon beyond the canyon. The peak is ringed with dark storm clouds. The outer walls of a good-sized town are barely visible within the canyon. You also see a large green chameleon.
Also here: Loy
Obvious paths: southeast
I>
A large fruit bat appears overhead, circling.
I>
You can't go there.
I>
Loy just went up a cobblestone road.
I>go road
[Teras Isle, Logging Road]
Grass, shrubs, and even small hills have been flattened by a logging road many yards wide stretching between the forest to the west and the settlement to the east. Carts trundle by frequently, and it appears that at times the traffic has been heavy enough to carve two separate sets of ruts into the mud. A small peak rises to the south, and the low stone buildings of a sizeable town dot its slopes. A cobblestone road heads south, towards the town.
Also here: Loy
Obvious paths: east, west
I>
You feel the magic of your spell depart.
I>
Suddenly you have the strangest feeling that you are being watched.
The feeling fades as quickly as it came.
I>cast loy
You don't have a spell prepared!
I>
Loy trudges east.
I>prep 908
You sense that your familiar has caught up with Loy.
I>
Your hands glow with power as you invoke the phrase for Major Fire...
Your spell is ready.
I>e
[Teras Isle, Crossroads]
A few ramshackle structures have been thrown up here, most little more than leather tents pitched by fishermen to protect their skiffs and nets during the winter. The Hog's Pen Tavern with its walls of stacked tanik logs is the sturdiest structure in sight. At the rear of the tavern, there is a pile of refuse and a trough that overflows with left-over meals and rain water. The sounds of a bustling town echo down the best-kept of the various roads and paths that meet here. You also see a large fruit bat that is flying around.
Also here: Loy
Obvious paths: northeast, east, west
I>
Loy pulls some sickly looking spores from her pouch and throws them about the area.
I>cast loy
You are visible again.
You gesture at Loy.
You hurl a roaring ball of fire at Loy!
AS: +444 vs DS: +214 with AvD: +59 + d100 roll: +31 = +320
... and hit for 123 points of damage!
Permanently debilitating burns across stomach.
She is stunned!
The guiding force leaves you.
The roaring ball of fire strikes Loy, blossoming into a much larger sphere of flame upon impact.
... 1 point of damage!
Burst of flames to chest. Didn't hurt much.
Cast Roundtime 3 Seconds.
>
A large green chameleon waddles into the area.
>908 loy
*** TypoHelp: Converted "908 loy" to PREP 908 and CAST AT loy
Your hands glow with power as you invoke the phrase for Major Fire...
Your spell is ready.
>
You gesture at Loy.
You hurl a roaring ball of fire at Loy!
AS: +369 vs DS: +168 with AvD: +59 + d100 roll: +62 = +322
... and hit for 124 points of damage!
Head explodes, splattering sizzling bits of flesh and bone everywhere.
* Loy drops dead at your feet!
The roaring ball of fire strikes Loy, blossoming into a much larger sphere of flame upon impact.
Cast Roundtime 3 Seconds.
>
Your SIGN OF MADNESS is no longer effective.
You feel drained!
>
* Loy just bit the dust!
>hide
>
You fail to slip into hiding.
Roundtime: 4 sec.
R>916
*** TypoHelp: Converted "916" to INCANT 916.
...wait 2 seconds.
R>chat got em
You focus on transmitting your thought.
>916
*** TypoHelp: Converted "916" to INCANT 916.
You trace a series of glowing runes while chanting the phrase for Invisibility...
Your spell is ready.
You gesture.
You become invisible.
Cast Roundtime 3 Seconds.
I>
Mulelip's group just arrived.
I>
Mulelip's group just went east.
I>'Send my regards to the mistress
You say, "Send my regards to the mistress."
I>
Mulelip's group just arrived.
I>
Silversi gestures while calling upon the lesser spirits for aid...
I>w
I>
[Teras Isle, Logging Road]
Grass, shrubs, and even small hills have been flattened by a logging road many yards wide stretching between the forest to the west and the settlement to the east. Carts trundle by frequently, and it appears that at times the traffic has been heavy enough to carve two separate sets of ruts into the mud. A small peak rises to the south, and the low stone buildings of a sizeable town dot its slopes. A cobblestone road heads south, towards the town.
Obvious paths: east, west
I>e
The fruit bat stretches its leathery wings.
I>
[Teras Isle, Crossroads]
A few ramshackle structures have been thrown up here, most little more than leather tents pitched by fishermen to protect their skiffs and nets during the winter. The Hog's Pen Tavern with its walls of stacked tanik logs is the sturdiest structure in sight. At the rear of the tavern, there is a pile of refuse and a trough that overflows with left-over meals and rain water. The sounds of a bustling town echo down the best-kept of the various roads and paths that meet here. You also see the Mulelip disk, the Silversi disk, the Orobini disk, a large green chameleon and a large fruit bat that is flying around.
Also here: Orobini, Great Lady Silversi, Mulelip
Obvious paths: northeast, east, west
I>
Orobini rubs her chin thoughtfully.
I>w
[Teras Isle, Logging Road]
Grass, shrubs, and even small hills have been flattened by a logging road many yards wide stretching between the forest to the west and the settlement to the east. Carts trundle by frequently, and it appears that at times the traffic has been heavy enough to carve two separate sets of ruts into the mud. A small peak rises to the south, and the low stone buildings of a sizeable town dot its slopes. A cobblestone road heads south, towards the town.
Obvious paths: east, west
I>
Orobini says, "Gone now."
I>
Silversi says, "She's gone."
I>
Silversi nods.
I>
The green chameleon waddles off.
I>go road
[Cobblestone Road]
The road is lined with tree stumps, shrubs and weeds. It runs toward the base of a canyon, which opens to the south. A great mountain dominates the horizon beyond the canyon. The peak is ringed with dark storm clouds. The outer walls of a good-sized town are barely visible within the canyon.
Obvious paths: southeast
I>se
>s
[Cobblestone Road, Bridge]
A tall stone bridge spans the river, which rushes toward the northeast. Hooves clip-clopping on the cobblestones, burros pull wooden carts piled high with fresh-cut timber. The drovers are all dwarves and giantmen. They ignore you as they head south, toward the canyon. Over the burblings of the water, you hear the faint echoes of a busy town in the distance.
Obvious paths: south, northwest
I>s
[Cobblestone Road, Canyon]
The road follows the river into a canyon, which narrows to the south. The craggy, reddish-brown rock towers hundreds of feet overhead. At the southern end of the canyon, a walled town sits at the base of the peak. The clang of a bell and the distant bustle of the crowd drift along the canyon. A squat barge plies the river toward the town, its deck piled high with fresh-cut timber and dozing dwarves. You also see a trail leading up the canyon wall.
Obvious paths: north, south
I>s
>s
[Kharam-Dzu, Outside the Gate]
The wood-and-stone walls of a sizeable town rise before you. Mail-clad dwarves pace atop them, looking over your head up the canyon. The road enters the wide-open gates. Dwarves, giantmen, and burro-drawn carts pass through them into the bustle of the town. The river flows north through a gap in the walls to the west. Several squat barge wallow their way upon it. You also see a deckhand.
Obvious paths: north
I>
You can't go there.
I>
You can't go there.
I>go gate
[Kharam-Dzu, Town Gates]
A sturdy wooden gate is set into the massive stone walls surrounding Kharam-Dzu. Mail-clad guards with pikes and heavy crossbows pace back and forth atop the walls. Dwarves, burros and the odd giantman or human travel the broad cobblestone street which leads south into town. A squad of dwarven militia drills on the small, rocky parade ground to the east. A cloud of dust surrounds them as they march to and fro, and the gruff barks of their sergeant blend with the din of the crowd at the gate. You also see a dark ladder leaning against a large invar-plated tower, a dark ladder leaning against a large invar-plated tower, a black glaes bench with some stuff on it, a wooden barrel and a wrought iron sign.
Obvious paths: south
I>s
>s
[Dragonspine and Glaes]
The town walls lie perhaps one hundred feet to the north, with dwarven militiamen pacing back and forth atop them. A rock garden to the west displays a wide variety of fascinating boulders. Beyond the garden, a barge makes its way south down the River Muagh, its decks piled high with freshly-cut logs. To the east Glaes Street, lined with small wood and stone homes, continues a few hundred feet to the walls of the canyon.
Obvious paths: north, east, south
I>s
>s
[Dragonspine and Golvern]
A troupe of dwarven musicians entertains the crowds at this busy intersection. The dwarves gathered around clap appreciatively, some singing along in clamorous, off-key voices. Other dwarves wander by about their business, many headed to or from the town gates to the north. One huffs and puffs with a large wheelbarrow full of rocks. You also see the Dwarven deputy and a squalid canvas pavilion.
Obvious paths: north, east, south, west
I>
[Dragonspine and Imflass]
Dragonspine broadens into a wide plaza, a bazaar paved with grey and white granite flagstones. The foot traffic, mostly preoccupied dwarves, mingles with ox carts, pack horses, and burros laden with goods. Vendors have set up wooden booths to peddle their assorted wares.
Obvious paths: north, east, south, west
I>
[Dragonspine and Krodera]
The street widens into a circular plaza several hundred feet across. Dwarves and giantmen lounge on stone benches by a massive granite fountain in the center. The burbling of the waters, the low mumblings of the dwarves and the booming laughter of the giants somehow blend together into a vibrant harmony. You also see some orange pumpkin incense, a white cat that is sitting, a wooden table with some stuff on it, a red granite statue, a wrought iron sign and a lava tube.
Also here: Silvendar, Carienne, Madmountan, Ryaf, Rivalyn
Obvious paths: north, east, south, west
I>
Madmountan says, "Good morning."
I>
Silvendar slides an intricate gold and brass ring on his finger.
Suddenly Silvendar vanishes!
I>
Lady Pypir just arrived.
I>
Carienne hugs Madmountan, who wraps her in a warm embrace.
I>
Pypir gestures while calling upon the lesser spirits for aid...
I>
Madmountan hugs Pypir, who wraps him in a warm embrace.
I>
You sense your fruit bat land.
I>
Madmountan says, "And good morning to you too."
I>
Madmountan grins.
I>
Pypir hugs Madmountan, who wraps her in a warm embrace.
I>
A faint aroma of pumpkin fills the room.
I>
Carienne nods to Pypir in greeting.
I>
Pypir says, "Good morning."
I>
Madmountan sniffs.
I>
You feel poison coursing through your veins.
!I>
Madmountan asks, "Pumpkin?"
!I>
Pypir nods to Carienne in greeting.
!I>h
You seem to be in one piece.
Maximum Health Points: 130
Remaining Health Points: 130
Maximum Spirit Points: 10
Remaining Spirit Points: 7
Maximum Stamina Points: 45
Remaining Stamina Points: 45
Poisoned! Taking -50 damage per round. Dissipating 1 per round.
Haha, whoops on the GM part! :)
!I>
Pypir asks, "Where did she die?"
!I>
Madmountan says, "We gonna be invaded by sickly spores."
!I>
You feel less drained.
!I>
Madmountan just went east.
!I>
Mulelip's group just arrived.
!I>
Carienne blinks.
!I>chat HAHA, I'm poisoned for -50 per round
You focus on transmitting your thought.
>chuckle
You chuckle.
I>
Silversi asks, "Was it shimmering before?"
I>
Orobini recites:
"We need to rally
the DDR"
I>
Madmountan just arrived.
I>
Madmountan just went north.
I>
Carienne softly asks, "Spores..?"
I>
Suddenly Silvendar appears in the room holding onto a ring he has just placed on his finger.
I>l
[Dragonspine and Krodera]
The street widens into a circular plaza several hundred feet across. Dwarves and giantmen lounge on stone benches by a massive granite fountain in the center. The burbling of the waters, the low mumblings of the dwarves and the booming laughter of the giants somehow blend together into a vibrant harmony. You also see the Silversi disk, the Mulelip disk, the Orobini disk, some orange pumpkin incense, a white cat that is sitting, a wooden table with some stuff on it, a red granite statue, a wrought iron sign and a lava tube.
Also here: Silvendar, Orobini, Great Lady Silversi, Mulelip, Lady Pypir, Carienne, Ryaf, Rivalyn
Obvious paths: north, east, south, west
I>
Silversi gives Carienne a friendly hug.
I>
Pypir laughs softly, trying to hide her amusement.
I>
Orobini tightens her grip on her white linen handkerchief.
I>
Silvendar returns to normal color.
I>
Silvendar just went south.
I>
Tchzin just arrived.
I>
Carienne gives Silversi a friendly hug.
I>
Orobini put a black-edged white linen handkerchief in her snowcat-clasped cloak.
I>
Silvendar just arrived.
I>
Your skin turns green and you feel slightly ill.
I>
The faint scent of pumpkin fills the air.
I>h
You seem to be in one piece.
Maximum Health Points: 130
Remaining Health Points: 180
Maximum Spirit Points: 10
Remaining Spirit Points: 8
Maximum Stamina Points: 45
Remaining Stamina Points: 45
I>
K.
Orobini says, "I am the Guardian of Birch."
R>
You see Loy the Tree Herder.
She appears to be a Treant.
She appears to be as old as the hills and towering. She has sunken malevolent ale-brown eyes and sickly off-green skin. She has a twisted mass of twigs, leaves, dirt and green moss for hair. She has a flat face, a gnarled nose and a wooden trunk-like chest. She has thick, muscular arms of twisted vines and massive bulging roots that serve as legs.
She is in good shape.
She is holding a broken tree branch in her right hand.
She is wearing a leaf-covered wooden tunic, a engraved leather pouch, and a small knothole.
Insert lots of talking about how loy's mistress is gonna kill us all.
Loy pulls some sickly looking spores from her pouch and throws them about the area.
I>
Loy snickers.
I>
Loy trudges east.
I>
Madmountan just went east.
I>
A pike badger scrambles out of sight.
I>
Lady Pypir just went east.
I>e
[Krodera Street]
There is an enormous hole in the middle of this cobblestone street, wide enough to swallow a small hill and deep enough that you can't see the bottom. The dwarves who wander by ignore it, walking around the edges on their way. A small wooden booth sits near the edge of the crater. You also see a pike badger, a shabby hovel and a rectangular portal with strange mists slowly swirling across the face in a smooth hypnotic pattern.
Also here: Ryaf
Obvious paths: east, west
I>look
[Krodera Street]
There is an enormous hole in the middle of this cobblestone street, wide enough to swallow a small hill and deep enough that you can't see the bottom. The dwarves who wander by ignore it, walking around the edges on their way. A small wooden booth sits near the edge of the crater. You also see a pike badger, a shabby hovel and a rectangular portal with strange mists slowly swirling across the face in a smooth hypnotic pattern.
Also here: Ryaf
Obvious paths: east, west
I>e
[Krodera Street]
The walls of the canyon loom overhead. The street continues inside them to the east, entering a vast, dimly-lit tunnel. Dwarves and other folk wander in and out, some stopping at a small, bright-blue wooden shop here outside. A thick plume of black smoke puffs silently out of the shop's chimney and the faint smell of burning bread wafts throughout the street. You also see a flight of stone steps.
Also here: Madmountan
Obvious paths: east, west
I>e
Madmountan sighs.
I>
[Krodera Street]
The tunnel is wider and higher in here, big enough for a small castle. The homes are simple and stout, intermixed with small shops selling various wares. The dwarves wandering out of one large, low structure are all smiles and good cheer. Some pause to stretch, or to take a deep breath.
Obvious paths: east, west
I>e
You sense your fruit bat take off.
I>
[Mithril and Dragonstail]
This is a quiet neighborhood of large, well-built dwellings. Many of Kharam-Dzu's more prosperous dwarves call it home. Uniformed militia glance at you as they meander about on patrol, their footsteps echoing in the large cavern. A group of small children plays in the street.
Also here: Lady Pypir
Obvious paths: north, southwest, west
I>
Mulelip's group just arrived.
I>
Lady Pypir just went north.
I>
Silvendar comes out of hiding.
I>
Madmountan just arrived.
I>
Mulelip's group just went west.
I>
* Chazym just bit the dust!
I>
* Zurrainn just bit the dust!
I>
Madmountan just went west.
I>
You sense that your familiar has caught up with Silversi.
I>
Mulelip's group just went west.
I>
Madmountan just arrived.
I>tell fam to find loy
You concentrate on commanding your familiar...
You sense the familiar acknowledge your command.
I>
You sense that your familiar has caught up with Loy.
I>
Suddenly you have the strangest feeling that you are being watched.
The feeling fades as quickly as it came.
I>
Loy gruffly says, "Go away giant."
I>
Loy pulls some sickly looking spores from her pouch and throws them about the area.
I>
* Ress just bit the dust!
I>
Pypir laughs softly, trying to hide her amusement.
I>
Loy trudges west.
I>tellf am to look
Please rephrase that command.
I>tell fam to look
[Imflass Street]
The air in the tunnel is comfortably cool and clammy. The stout little stone homes lining the street are bathed in a dim yellow glow. Many folks are headed to or from a large wood and stone shop. Its wares are displayed in the windows, cuts of meat, potatoes and other hearty foodstuffs.
Also here: Lady Pypir
Obvious paths: east, west
I>
Lady Pypir just went west.
I>
You sense that your familiar has caught up with Loy.
I>w
[Krodera Street]
The tunnel is wider and higher in here, big enough for a small castle. The homes are simple and stout, intermixed with small shops selling various wares. The dwarves wandering out of one large, low structure are all smiles and good cheer. Some pause to stretch, or to take a deep breath.
Obvious paths: east, west
I>
Loy pulls some sickly looking spores from her pouch and throws them about the area.
I>
Lady Pypir just arrived.
I>e
>e
[Mithril and Dragonstail]
This is a quiet neighborhood of large, well-built dwellings. Many of Kharam-Dzu's more prosperous dwarves call it home. Uniformed militia glance at you as they meander about on patrol, their footsteps echoing in the large cavern. A group of small children plays in the street.
Obvious paths: north, southwest, west
I>
You can't go there.
I>e
You can't go there.
I>n
[Imflass and Dragonstail]
Most of the homes here are shuttered, their doors and windows closed tight. Though most are sized for dwarves, a few of the homes are far larger, with doorways fit for a giant.
Obvious paths: north, south, west
I>
Loy pulls some sickly looking spores from her pouch and throws them about the area.
I>w
[Imflass Street]
The air in the tunnel is comfortably cool and clammy. The stout little stone homes lining the street are bathed in a dim yellow glow. Many folks are headed to or from a large wood and stone shop. Its wares are displayed in the windows, cuts of meat, potatoes and other hearty foodstuffs.
Obvious paths: east, west
I>e
[Imflass and Dragonstail]
Most of the homes here are shuttered, their doors and windows closed tight. Though most are sized for dwarves, a few of the homes are far larger, with doorways fit for a giant.
Obvious paths: north, south, west
I>w
[Imflass Street]
The air in the tunnel is comfortably cool and clammy. The stout little stone homes lining the street are bathed in a dim yellow glow. Many folks are headed to or from a large wood and stone shop. Its wares are displayed in the windows, cuts of meat, potatoes and other hearty foodstuffs.
Obvious paths: east, west
>w
I>w
[Imflass Street]
The street is drilled into the canyon wall here. The dwarves wandering out of the tunnel blink and squint in the light. Some children are playing by some bushes planted just south of the road. They run about frantically, searching for something.
Obvious paths: east, west
I>
[Imflass Street]
The clangs, bangs and cursing from this construction site drown out the din from the rest of the town. You can't yet tell what the dwarves are building. For now, it's just a huge hole in the ground surrounded by big piles of rocks. One massive boulder is tied up with stout ropes, extending to a pulley on a beam erected overhead. Two dwarves stand on each side of the rock, yelling, stamping their feet, and waving sheafs of parchment over their heads.
Obvious paths: east, west
I>
Pypir says, "Then you're on your own."
I>w
[Dragonspine and Imflass]
Dragonspine broadens into a wide plaza, a bazaar paved with grey and white granite flagstones. The foot traffic, mostly preoccupied dwarves, mingles with ox carts, pack horses, and burros laden with goods. Vendors have set up wooden booths to peddle their assorted wares. You also see a large fruit bat that is flying around and the Dwarven deputy.
Also here: Silvendar, Lady Pypir, Loy
Obvious paths: north, east, south, west
I>w
Lady Pypir just went west.
Lady Pypir just went west.
I>
[Imflass and Dragonseye]
It is peaceful here by the River Muagh. Small birds hop and skitter on the mud banks, their chirps blending with the bazaar's distant hum from the opposite shore. On the south side of the street is the burned-out shell of a small wood and stone building. It looks out of place, surrounded by verdant grass, flowers and trees on all sides. Few dwarves wander by here, and those that do seem strangely hushed. You also see a raffle table with some stuff on it and a rocky path.
Also here: Lady Pypir
Obvious paths: north, east, south
I>e
[Dragonspine and Imflass]
Dragonspine broadens into a wide plaza, a bazaar paved with grey and white granite flagstones. The foot traffic, mostly preoccupied dwarves, mingles with ox carts, pack horses, and burros laden with goods. Vendors have set up wooden booths to peddle their assorted wares. You also see a large fruit bat that is flying around and the Dwarven deputy.
Also here: Silvendar, Loy
Obvious paths: north, east, south, west
I>
A pike badger scampers in.
I>
Loy snickers.
I>off
You are now in an offensive stance.
I>
Loy trudges west.
I>
Silvendar removes a notched-haft grey vultite handaxe from in his silver-edged harness.
I>
The fruit bat flaps off.
I>
A pike badger scampers away.
I>prep 908
Your hands glow with power as you invoke the phrase for Major Fire...
Your spell is ready.
I>get blue cry
I>
You sense that your familiar has caught up with Loy.
I>
You remove a blue crystal from in your spidersilk cloak.
I>w
[Imflass and Dragonseye]
It is peaceful here by the River Muagh. Small birds hop and skitter on the mud banks, their chirps blending with the bazaar's distant hum from the opposite shore. On the south side of the street is the burned-out shell of a small wood and stone building. It looks out of place, surrounded by verdant grass, flowers and trees on all sides. Few dwarves wander by here, and those that do seem strangely hushed. You also see a raffle table with some stuff on it and a rocky path.
Obvious paths: north, east, south
I>
Loy trudges north.
I>n
[Golvern and Dragonseye]
The street runs along the edge of a large, well-tended rock garden. Massive boulders, tiny pebbles and all sizes of rocks in between are piled up in interesting shapes. Dwarves wander about amongst them, pausing to admire one mound or another. The garden extends several hundred feet to the north, ending at the town walls. The River Muagh lies just to the west. One family has set up a picnic on the river bank. You also see a mule and a mithril-bound wooden gate.
Obvious paths: east, south
I>n
>e
You can't go there.
I>
[Dragonspine and Golvern]
A troupe of dwarven musicians entertains the crowds at this busy intersection. The dwarves gathered around clap appreciatively, some singing along in clamorous, off-key voices. Other dwarves wander by about their business, many headed to or from the town gates to the north. One huffs and puffs with a large wheelbarrow full of rocks. You also see a squalid canvas pavilion.
Obvious paths: north, east, south, west
I>e
[Golvern Street]
As you wander among the small shops lining this cobblestone street, the ear-splitting curses of a spluttering dwarf assault your ears. He stands in front of a cart, thrashing his arms in the air and berating his bored-looking burro. The other dwarves who amble by afford him a wide berth.
Obvious paths: east, west
I>w
>n
[Dragonspine and Golvern]
A troupe of dwarven musicians entertains the crowds at this busy intersection. The dwarves gathered around clap appreciatively, some singing along in clamorous, off-key voices. Other dwarves wander by about their business, many headed to or from the town gates to the north. One huffs and puffs with a large wheelbarrow full of rocks. You also see a squalid canvas pavilion.
Obvious paths: north, east, south, west
I>
[Dragonspine and Glaes]
The town walls lie perhaps one hundred feet to the north, with dwarven militiamen pacing back and forth atop them. A rock garden to the west displays a wide variety of fascinating boulders. Beyond the garden, a barge makes its way south down the River Muagh, its decks piled high with freshly-cut logs. To the east Glaes Street, lined with small wood and stone homes, continues a few hundred feet to the walls of the canyon. You also see a large fruit bat that is flying around and a pike badger.
Obvious paths: north, east, south
I>tell fam to look
The fruit bat flaps off.
I>
The images are jumbled and rush by quickly. You realize your familiar is racing across the countryside in search of someone.
I>n
[Kharam-Dzu, Town Gates]
A sturdy wooden gate is set into the massive stone walls surrounding Kharam-Dzu. Mail-clad guards with pikes and heavy crossbows pace back and forth atop the walls. Dwarves, burros and the odd giantman or human travel the broad cobblestone street which leads south into town. A squad of dwarven militia drills on the small, rocky parade ground to the east. A cloud of dust surrounds them as they march to and fro, and the gruff barks of their sergeant blend with the din of the crowd at the gate. You also see a dark ladder leaning against a large invar-plated tower, a dark ladder leaning against a large invar-plated tower, a black glaes bench with some stuff on it, a wooden barrel and a wrought iron sign.
Obvious paths: south
I>n
You can't go there.
I>go gate
[Kharam-Dzu, Outside the Gate]
The wood-and-stone walls of a sizeable town rise before you. Mail-clad dwarves pace atop them, looking over your head up the canyon. The road enters the wide-open gates. Dwarves, giantmen, and burro-drawn carts pass through them into the bustle of the town. The river flows north through a gap in the walls to the west. Several squat barge wallow their way upon it. You also see a deckhand.
Obvious paths: north
I>n
>n
[Cobblestone Road, Canyon]
The road follows the river into a canyon, which narrows to the south. The craggy, reddish-brown rock towers hundreds of feet overhead. At the southern end of the canyon, a walled town sits at the base of the peak. The clang of a bell and the distant bustle of the crowd drift along the canyon. A squat barge plies the river toward the town, its deck piled high with fresh-cut timber and dozing dwarves. You also see a trail leading up the canyon wall.
Also here: Loy
Obvious paths: north, south
I>
Loy pulls some sickly looking spores from her pouch and throws them about the area.
I>n
[Cobblestone Road, Bridge]
A tall stone bridge spans the river, which rushes toward the northeast. Hooves clip-clopping on the cobblestones, burros pull wooden carts piled high with fresh-cut timber. The drovers are all dwarves and giantmen. They ignore you as they head south, toward the canyon. Over the burblings of the water, you hear the faint echoes of a busy town in the distance.
Obvious paths: south, northwest
I>
You can't go there.
I>
Loy trudges in.
I>
A pike badger scampers in.
I>
A large fruit bat appears overhead, circling.
I>rub blue cry
You rub a blue crystal.
An invisible force guides you.
The blue crystal suddenly disintegrates!
Cast Roundtime 3 Seconds.
I>
Loy pulls some sickly looking spores from her pouch and throws them about the area.
I>
Loy trudges northwest.
I>as
Wait 1 seconds.
I>
Wait 1 seconds.
I>
Wait 1 seconds.
I>as
You flex your muscles with renewed vigor!
I>
You flex your muscles with renewed vigor!
I>
You flex your muscles with renewed vigor!
I>sign of madness
You are filled with berserk rage! Attack! Attack! Attack!
I>nw
>nw
[Cobblestone Road]
The road is lined with tree stumps, shrubs and weeds. It runs toward the base of a canyon, which opens to the south. A great mountain dominates the horizon beyond the canyon. The peak is ringed with dark storm clouds. The outer walls of a good-sized town are barely visible within the canyon. You also see a large green chameleon.
Also here: Loy
Obvious paths: southeast
I>
A large fruit bat appears overhead, circling.
I>
You can't go there.
I>
Loy just went up a cobblestone road.
I>go road
[Teras Isle, Logging Road]
Grass, shrubs, and even small hills have been flattened by a logging road many yards wide stretching between the forest to the west and the settlement to the east. Carts trundle by frequently, and it appears that at times the traffic has been heavy enough to carve two separate sets of ruts into the mud. A small peak rises to the south, and the low stone buildings of a sizeable town dot its slopes. A cobblestone road heads south, towards the town.
Also here: Loy
Obvious paths: east, west
I>
You feel the magic of your spell depart.
I>
Suddenly you have the strangest feeling that you are being watched.
The feeling fades as quickly as it came.
I>cast loy
You don't have a spell prepared!
I>
Loy trudges east.
I>prep 908
You sense that your familiar has caught up with Loy.
I>
Your hands glow with power as you invoke the phrase for Major Fire...
Your spell is ready.
I>e
[Teras Isle, Crossroads]
A few ramshackle structures have been thrown up here, most little more than leather tents pitched by fishermen to protect their skiffs and nets during the winter. The Hog's Pen Tavern with its walls of stacked tanik logs is the sturdiest structure in sight. At the rear of the tavern, there is a pile of refuse and a trough that overflows with left-over meals and rain water. The sounds of a bustling town echo down the best-kept of the various roads and paths that meet here. You also see a large fruit bat that is flying around.
Also here: Loy
Obvious paths: northeast, east, west
I>
Loy pulls some sickly looking spores from her pouch and throws them about the area.
I>cast loy
You are visible again.
You gesture at Loy.
You hurl a roaring ball of fire at Loy!
AS: +444 vs DS: +214 with AvD: +59 + d100 roll: +31 = +320
... and hit for 123 points of damage!
Permanently debilitating burns across stomach.
She is stunned!
The guiding force leaves you.
The roaring ball of fire strikes Loy, blossoming into a much larger sphere of flame upon impact.
... 1 point of damage!
Burst of flames to chest. Didn't hurt much.
Cast Roundtime 3 Seconds.
>
A large green chameleon waddles into the area.
>908 loy
*** TypoHelp: Converted "908 loy" to PREP 908 and CAST AT loy
Your hands glow with power as you invoke the phrase for Major Fire...
Your spell is ready.
>
You gesture at Loy.
You hurl a roaring ball of fire at Loy!
AS: +369 vs DS: +168 with AvD: +59 + d100 roll: +62 = +322
... and hit for 124 points of damage!
Head explodes, splattering sizzling bits of flesh and bone everywhere.
* Loy drops dead at your feet!
The roaring ball of fire strikes Loy, blossoming into a much larger sphere of flame upon impact.
Cast Roundtime 3 Seconds.
>
Your SIGN OF MADNESS is no longer effective.
You feel drained!
>
* Loy just bit the dust!
>hide
>
You fail to slip into hiding.
Roundtime: 4 sec.
R>916
*** TypoHelp: Converted "916" to INCANT 916.
...wait 2 seconds.
R>chat got em
You focus on transmitting your thought.
>916
*** TypoHelp: Converted "916" to INCANT 916.
You trace a series of glowing runes while chanting the phrase for Invisibility...
Your spell is ready.
You gesture.
You become invisible.
Cast Roundtime 3 Seconds.
I>
Mulelip's group just arrived.
I>
Mulelip's group just went east.
I>'Send my regards to the mistress
You say, "Send my regards to the mistress."
I>
Mulelip's group just arrived.
I>
Silversi gestures while calling upon the lesser spirits for aid...
I>w
I>
[Teras Isle, Logging Road]
Grass, shrubs, and even small hills have been flattened by a logging road many yards wide stretching between the forest to the west and the settlement to the east. Carts trundle by frequently, and it appears that at times the traffic has been heavy enough to carve two separate sets of ruts into the mud. A small peak rises to the south, and the low stone buildings of a sizeable town dot its slopes. A cobblestone road heads south, towards the town.
Obvious paths: east, west
I>e
The fruit bat stretches its leathery wings.
I>
[Teras Isle, Crossroads]
A few ramshackle structures have been thrown up here, most little more than leather tents pitched by fishermen to protect their skiffs and nets during the winter. The Hog's Pen Tavern with its walls of stacked tanik logs is the sturdiest structure in sight. At the rear of the tavern, there is a pile of refuse and a trough that overflows with left-over meals and rain water. The sounds of a bustling town echo down the best-kept of the various roads and paths that meet here. You also see the Mulelip disk, the Silversi disk, the Orobini disk, a large green chameleon and a large fruit bat that is flying around.
Also here: Orobini, Great Lady Silversi, Mulelip
Obvious paths: northeast, east, west
I>
Orobini rubs her chin thoughtfully.
I>w
[Teras Isle, Logging Road]
Grass, shrubs, and even small hills have been flattened by a logging road many yards wide stretching between the forest to the west and the settlement to the east. Carts trundle by frequently, and it appears that at times the traffic has been heavy enough to carve two separate sets of ruts into the mud. A small peak rises to the south, and the low stone buildings of a sizeable town dot its slopes. A cobblestone road heads south, towards the town.
Obvious paths: east, west
I>
Orobini says, "Gone now."
I>
Silversi says, "She's gone."
I>
Silversi nods.
I>
The green chameleon waddles off.
I>go road
[Cobblestone Road]
The road is lined with tree stumps, shrubs and weeds. It runs toward the base of a canyon, which opens to the south. A great mountain dominates the horizon beyond the canyon. The peak is ringed with dark storm clouds. The outer walls of a good-sized town are barely visible within the canyon.
Obvious paths: southeast
I>se
>s
[Cobblestone Road, Bridge]
A tall stone bridge spans the river, which rushes toward the northeast. Hooves clip-clopping on the cobblestones, burros pull wooden carts piled high with fresh-cut timber. The drovers are all dwarves and giantmen. They ignore you as they head south, toward the canyon. Over the burblings of the water, you hear the faint echoes of a busy town in the distance.
Obvious paths: south, northwest
I>s
[Cobblestone Road, Canyon]
The road follows the river into a canyon, which narrows to the south. The craggy, reddish-brown rock towers hundreds of feet overhead. At the southern end of the canyon, a walled town sits at the base of the peak. The clang of a bell and the distant bustle of the crowd drift along the canyon. A squat barge plies the river toward the town, its deck piled high with fresh-cut timber and dozing dwarves. You also see a trail leading up the canyon wall.
Obvious paths: north, south
I>s
>s
[Kharam-Dzu, Outside the Gate]
The wood-and-stone walls of a sizeable town rise before you. Mail-clad dwarves pace atop them, looking over your head up the canyon. The road enters the wide-open gates. Dwarves, giantmen, and burro-drawn carts pass through them into the bustle of the town. The river flows north through a gap in the walls to the west. Several squat barge wallow their way upon it. You also see a deckhand.
Obvious paths: north
I>
You can't go there.
I>
You can't go there.
I>go gate
[Kharam-Dzu, Town Gates]
A sturdy wooden gate is set into the massive stone walls surrounding Kharam-Dzu. Mail-clad guards with pikes and heavy crossbows pace back and forth atop the walls. Dwarves, burros and the odd giantman or human travel the broad cobblestone street which leads south into town. A squad of dwarven militia drills on the small, rocky parade ground to the east. A cloud of dust surrounds them as they march to and fro, and the gruff barks of their sergeant blend with the din of the crowd at the gate. You also see a dark ladder leaning against a large invar-plated tower, a dark ladder leaning against a large invar-plated tower, a black glaes bench with some stuff on it, a wooden barrel and a wrought iron sign.
Obvious paths: south
I>s
>s
[Dragonspine and Glaes]
The town walls lie perhaps one hundred feet to the north, with dwarven militiamen pacing back and forth atop them. A rock garden to the west displays a wide variety of fascinating boulders. Beyond the garden, a barge makes its way south down the River Muagh, its decks piled high with freshly-cut logs. To the east Glaes Street, lined with small wood and stone homes, continues a few hundred feet to the walls of the canyon.
Obvious paths: north, east, south
I>s
>s
[Dragonspine and Golvern]
A troupe of dwarven musicians entertains the crowds at this busy intersection. The dwarves gathered around clap appreciatively, some singing along in clamorous, off-key voices. Other dwarves wander by about their business, many headed to or from the town gates to the north. One huffs and puffs with a large wheelbarrow full of rocks. You also see the Dwarven deputy and a squalid canvas pavilion.
Obvious paths: north, east, south, west
I>
[Dragonspine and Imflass]
Dragonspine broadens into a wide plaza, a bazaar paved with grey and white granite flagstones. The foot traffic, mostly preoccupied dwarves, mingles with ox carts, pack horses, and burros laden with goods. Vendors have set up wooden booths to peddle their assorted wares.
Obvious paths: north, east, south, west
I>
[Dragonspine and Krodera]
The street widens into a circular plaza several hundred feet across. Dwarves and giantmen lounge on stone benches by a massive granite fountain in the center. The burbling of the waters, the low mumblings of the dwarves and the booming laughter of the giants somehow blend together into a vibrant harmony. You also see some orange pumpkin incense, a white cat that is sitting, a wooden table with some stuff on it, a red granite statue, a wrought iron sign and a lava tube.
Also here: Silvendar, Carienne, Madmountan, Ryaf, Rivalyn
Obvious paths: north, east, south, west
I>
Madmountan says, "Good morning."
I>
Silvendar slides an intricate gold and brass ring on his finger.
Suddenly Silvendar vanishes!
I>
Lady Pypir just arrived.
I>
Carienne hugs Madmountan, who wraps her in a warm embrace.
I>
Pypir gestures while calling upon the lesser spirits for aid...
I>
Madmountan hugs Pypir, who wraps him in a warm embrace.
I>
You sense your fruit bat land.
I>
Madmountan says, "And good morning to you too."
I>
Madmountan grins.
I>
Pypir hugs Madmountan, who wraps her in a warm embrace.
I>
A faint aroma of pumpkin fills the room.
I>
Carienne nods to Pypir in greeting.
I>
Pypir says, "Good morning."
I>
Madmountan sniffs.
I>
You feel poison coursing through your veins.
!I>
Madmountan asks, "Pumpkin?"
!I>
Pypir nods to Carienne in greeting.
!I>h
You seem to be in one piece.
Maximum Health Points: 130
Remaining Health Points: 130
Maximum Spirit Points: 10
Remaining Spirit Points: 7
Maximum Stamina Points: 45
Remaining Stamina Points: 45
Poisoned! Taking -50 damage per round. Dissipating 1 per round.
Haha, whoops on the GM part! :)
!I>
Pypir asks, "Where did she die?"
!I>
Madmountan says, "We gonna be invaded by sickly spores."
!I>
You feel less drained.
!I>
Madmountan just went east.
!I>
Mulelip's group just arrived.
!I>
Carienne blinks.
!I>chat HAHA, I'm poisoned for -50 per round
You focus on transmitting your thought.
>chuckle
You chuckle.
I>
Silversi asks, "Was it shimmering before?"
I>
Orobini recites:
"We need to rally
the DDR"
I>
Madmountan just arrived.
I>
Madmountan just went north.
I>
Carienne softly asks, "Spores..?"
I>
Suddenly Silvendar appears in the room holding onto a ring he has just placed on his finger.
I>l
[Dragonspine and Krodera]
The street widens into a circular plaza several hundred feet across. Dwarves and giantmen lounge on stone benches by a massive granite fountain in the center. The burbling of the waters, the low mumblings of the dwarves and the booming laughter of the giants somehow blend together into a vibrant harmony. You also see the Silversi disk, the Mulelip disk, the Orobini disk, some orange pumpkin incense, a white cat that is sitting, a wooden table with some stuff on it, a red granite statue, a wrought iron sign and a lava tube.
Also here: Silvendar, Orobini, Great Lady Silversi, Mulelip, Lady Pypir, Carienne, Ryaf, Rivalyn
Obvious paths: north, east, south, west
I>
Silversi gives Carienne a friendly hug.
I>
Pypir laughs softly, trying to hide her amusement.
I>
Orobini tightens her grip on her white linen handkerchief.
I>
Silvendar returns to normal color.
I>
Silvendar just went south.
I>
Tchzin just arrived.
I>
Carienne gives Silversi a friendly hug.
I>
Orobini put a black-edged white linen handkerchief in her snowcat-clasped cloak.
I>
Silvendar just arrived.
I>
Your skin turns green and you feel slightly ill.
I>
The faint scent of pumpkin fills the air.
I>h
You seem to be in one piece.
Maximum Health Points: 130
Remaining Health Points: 180
Maximum Spirit Points: 10
Remaining Spirit Points: 8
Maximum Stamina Points: 45
Remaining Stamina Points: 45
I>
K.