thefarmer
03-24-2013, 06:11 PM
Good grief.
A thread and everything?
Sure, I'll play.
First, for the record, his Lnet 'log' isn't even close to being accurate. For multiple reasons.
Second, hybrid came up in the discussion from this:
[LNet]-GSIV:Bellicoso: "actually, I'm a hybrid, but nothing dandy til like level 7...IF I train 407 at level 7"
[LNet]-GSIV:Bellicoso: "Pathragers got it. Thanks"
>;chat no real hybrids in gs
[LNet]-You: "no real hybrids in gs"
Here Bellicoso is using 'hybrid' to mean a mix of training weapons and magic. And my response here means 'we don't use hybrid the way you're meaning in gs'.
Third, here's the actual course of the conversation.
[LNet]-You: "no. those are squares"
[LNet]-GSIV:Wutaki: "yup, they're hybrid squares."
Fforde just arrived.
Fforde just went north.
[LNet]-GSIV:Lyllenyn: "What do you even mean by that?"
[LNet]-GSIV:Tesames: "warriors are about as pure as they get"
Fforde just arrived.
Fforde just went north.
>;chat yeah. sure buddy
[LNet]-You: "yeah. sure buddy"
[LNet]-GSIV:Bellicoso: "they meant bards are hybrid squares I think"
>;chat nah. he's just an idiot
[LNet]-You: "nah. he's just an idiot"
>bank
--- Lich: go2 active.
[go2: ETA: 0:00:00 (3 rooms to move through)]
[go2]>north
[go2]>go bank
You limp north.
[Town Square, West - 284]
Here in the midst of the town stretches the cobblestoned main bazaar, its serpentine lanes abuzz with traders bartering, bickering, and hawking their wares. The freewheeling vendors in the bazaar provide a lively alternative to the somewhat stodgier merchants whose shops border the square. The gilded but peeling stone facade of the First Elanith Bank dominates this side of the square. You also see a giant mound of snow.
Obvious paths: north, east, south, west
You limp into the First Elanith bank.
[First Elanith Bank, Lobby - 399]
An ancient gnoll keeps a watchful, though nervous, eye over the people visiting Wehnimer's Landing's main bank, the First Elanith Secure Stronghold. Large, dirty windows allow little air to disturb the layers of dust on the threadbare carpet. The few flickering candles around the room add virtually no light. A broken gate from a teller's window sits in the corner. You also see a low arch.
Obvious exits: out
[go2]>go arch
You limp through a low arch.
[First Elanith Bank, Teller - 399]
Most of the teller windows that line this room are missing the gates and gratings that once secured them. Impatient clients stand at one of the two intact windows, waiting to get the attention of the tellers on the other side. You also see a low arch and a large sign.
Also here: Zanila
Obvious exits: none
[go2: travel time: 0:00:00]
--- Lich: go2 has exited.
>check bal
The teller thumbs through the books and says, "Your balance is currently at 94092 silvers. Is there anything else I can do for you today?"
[LNet]-GSIV:Wutaki: "they have access to both the spiritual and elemental sphers of magic => hybrid"
>shimmerinn
--- Lich: go2 active.
You feel at full magical power again.
--- Lich: go2 active.
[go2: you're already here...]
--- Lich: go2 has exited.
[go2]>withdraw 2010 silvers
The teller carefully records the transaction, and then hands you 2010 silvers.
[go2: ETA: 0:22:28 (612 rooms to move through)]
[go2]>go arch
[go2]>out
You limp through a low arch.
[First Elanith Bank, Lobby - 400]
An ancient gnoll keeps a watchful, though nervous, eye over the people visiting Wehnimer's Landing's main bank, the First Elanith Secure Stronghold. Large, dirty windows allow little air to disturb the layers of dust on the threadbare carpet. The few flickering candles around the room add virtually no light. A broken gate from a teller's window sits in the corner. You also see a low arch.
Obvious exits: out
You limp out.
[Town Square, West - 285]
Here in the midst of the town stretches the cobblestoned main bazaar, its serpentine lanes abuzz with traders bartering, bickering, and hawking their wares. The freewheeling vendors in the bazaar provide a lively alternative to the somewhat stodgier merchants whose shops border the square. The gilded but peeling stone facade of the First Elanith Bank dominates this side of the square. You also see a giant mound of snow.
Also here: Grutle
Obvious paths: north, east, south, west
[go2]>west
[go2]>west
You limp west.
[Wehnimer's, Winter St. - 285]
A steady stream of shoppers and traders flows through this avenue. On the west side of the road is the grocer's shop, where provisions, from the humblest sack of flour to the rarest varieties of Gnollish mushrooms, can be bought. You also see a rolton.
Obvious paths: east, west
[go2]>south
You limp west.
[Wehnimer's, West Ring Rd. - 295]
The lane to the east leads into the heart of town and the main square. The back wall of the grocer's shop borders the road, its wide door surrounded by piles of rough gunny sacks and stacks of wooden crates, some empty, others still to be unpacked. You also see a rolton and a massive wheeled tower.
Obvious paths: north, east, south
[go2]>go gate
You limp south.
[Wehnimer's, West Ring Rd. - 291]
Glistening black veins run along the ground, tearing up the cobblestone road. The stench of death and decay hang like a thick cloud. You also see a murky black pool, a dark ladder leaning against a large iron-plated tower and a large wooden gate.
Obvious paths: north, south
[go2]>north
You limp through a large wooden gate.
[Wehnimer's, Exterior - 420]
The muted sounds of loud bartering from within Wehnimer's Landing, and the lonely calls of a pair of mated fenvaoks high up in the air vie for your attention as you march along the outer western edge of the town. You also see a tall wooden archery tower and a large wooden gate.
Obvious paths: north, south
You limp north.
[Wehnimer's, Exterior - 419]
As you progress on this north-south path, the dark forest to the west catches your eye. A little forbidding in its primeval appearance, it is sure to offer a good source of small-game hunting. You also see a tall wooden archery tower.
Obvious paths: north, south, west
[go2]>west
[go2]>southwest
You limp west.
[Lower Dragonsclaw, Forest - 419]
The underbrush is quite thick here near the forest's edge, forcing you to slow your steps as you maneuver through the trees. You also see a briar patch and a vine-covered arch.
Obvious paths: north, east, southwest, west
[go2]>southwest
You limp southwest.
[Lower Dragonsclaw, Forest - 216]
You release the scents of the various herbs growing on the forest floor with your steps. They mingle with the breeze that courses through the trees to create an ever-changing, but always pleasant, aroma.
Obvious paths: north, northeast, southwest
[go2]>south
You limp southwest.
[Lower Dragonsclaw, Forest - 216]
Your ears are becoming more attuned to the sounds of the forest surrounding you. Over your footsteps you hear the sounds of small birds overhead, comfortably nested in the sturdy oak trees.
Obvious paths: northeast, south
[go2]>south
You limp south.
[Lower Dragonsclaw, Forest - 215]
You pause to allow your eyes to adjust to the further dimming of the light as you move deeper into the trees. The oaks surrounding you loom larger, and are interspersed with modwir trees, further blocking the rays of the sun. You also see a rolton.
Obvious paths: north, south, west
[go2]>south
You limp south.
[Lower Dragonsclaw, Forest - 421]
Modwir trees predominate this section of forest, as though the oak, satisfied with its allotted space, has made room for the tall pines. You also see a charred skull on a pike.
Obvious paths: north, south, northwest
[go2]>south
You limp south.
[Lower Dragonsclaw, Forest - 422]
The forest is silent, with dark brown foliage stretching out to provide the landscape for a cluster of gnarled black trees. The forms of birds and squirrels, all bloated from death, lie strewn about haphazardly.
Obvious paths: north, south
[go2]>south
You limp south.
[Lower Dragonsclaw, Forest - 422]
The forest floor slopes noticeably downhill here, the woodland area having grown dark and withered. Rotting trees dominate the bottom of the hill, their branches reaching up to the sky as if gasping for life.
Obvious paths: north, south, southwest
[go2]>southwest
You limp south.
[Lower Dragonsclaw, Forest - 430]
A cold, dark wind buffets this area of the forest, rustling through clusters of gnarled and blackened trees. The carcasses of small dead animals litter the area like leaves.
Obvious paths: north, southwest, west
[go2]>go clearing
You limp southwest.
[Lower Dragonsclaw, Forest - 430]
There is a break in the trees here, several charred trunks bearing witness to a past forest fire or act of nature. A modwir lies across the ground, the scars of a lightning strike etched into its blackened trunk. Just near the remaining tree stump, you notice a dirt footpath leading south. You also see a white truffle, a white truffle and a clearing to the east.
Obvious paths: northeast, southeast, northwest
[go2]>southeast
You limp through a clearing to the east.
The trail winds along the bottom of a series of low hills. A wall of thick underbrush lines the trail, effectively preventing you from wandering far from the worn track.
Obvious paths: north, southeast, west
[go2]>southeast
You limp southeast.
The scurrying of unseen creatures occassionally cause the snapping of a tiny twig and you oft times catch the glimpse of brown fur or black feather. The dense and low-lying flora of the area quickly conceal anything that is not directly on the path however and you are feeling a bit apprehensive about moving further.
Obvious paths: southeast, west, northwest
You limp southeast.
A high, steep hill lies directly to the south and the trail splits as it makes its way around. The wider, and obviously more used trail, runs off to the southwest while a smaller trail heads off to the southeast.
Obvious paths: southeast, southwest, northwest
[go2]>southeast
[go2]>southeast
You limp southeast.
[Upper Trollfang - 455]
Three large modwir trees stand in a north-south line and split the trail as it passes from west to east. The northeast branch runs up the side of a long winding ridge while the southeast branch disappears in the brush that grows along the base of the ridge. The two trails come together and form a wider trail that runs off to the northwest. You also see a small mound.
Obvious paths: northeast, southeast, northwest
[go2]>southeast
You limp southeast.
[Upper Trollfang - 456]
You pass along a wide trail, overgrown on both sides with weeds and thorny bushes. Farther back from the trail are thick clumps of bushes and stands of modwir trees. The growth seems to thin out toward the southeast. You also see a forest troll.
Obvious paths: southeast, northwest
[go2]>east
You limp southeast.
[Upper Trollfang - 463]
This is the western end of a badly overgrown and neglected road. Small piles of paving stones can be seen nearby, but the large amount of weeds that cover them indicate to you that they have not been moved in quite some time.
Obvious paths: east, northwest
[go2]>east
You limp east.
[Upper Trollfang - 465]
The road disappears for a time beneath islands of thick grasses only to reappear as you move on. Though the road appears to get little use, a path parallels the road and appears to be used quite frequently.
Obvious paths: east, west
[go2]>northeast
You limp east.
[Upper Trollfang - 465]
The road curves gently as it moves from the northeast to the west. Apparently the individuals responsible for the location of the road did not wish to disturb the stand of magnificent willow trees that grows to the east. You also see a twohanded sword.
Obvious paths: northeast, west
[go2]>east
You limp northeast.
[Upper Trollfang - 466]
This part of the road is not nearly as rough as the rest, but it makes for slow travelling nonetheless. You have been on worse roads, though right now you can't remember when.
Obvious paths: east, southwest
You limp east.
[Upper Trollfang - 468]
You are standing at a broad T-intersection. The main road appears to run east to west while a smaller street runs off to the north. To the south can be seen a grove of large willow trees.
Obvious paths: north, east, west
[go2]>east
[go2]>east
You limp east.
[Upper Trollfang - 468]
A rotting wooden cart stands off to the side of the road, the thick grasses and lush moss nearly covering the once sturdy vehicle. Thick brambles line the sides of the road which thins to a narrow trail as it moves further east.
Obvious paths: east, west
[go2]>go trail
You limp east.
[Upper Trollfang - 474]
This shaded intersection marks the beginning, or end, of a wide cobbled road that heads off to the west. To the east, this road becomes a deeply rutted trail that dives through the thick underbrush and disappears. A smaller path leads up a hill to the northeast. You also see a weatherbeaten sign.
Obvious paths: west
[go2]>north
You limp down the rutted trail.
[Upper Trollfang - 474]
The trail grows even more rutted, if that's possible, as it curves from west to north. Scrubby bushes press in close on both sides. Dusty looking trees loom over the bushes, and the whole place looks like it could use a good rain.
Obvious paths: north
You limp north.
[Upper Trollfang - 1197]
The trail climbs higher as it turns northeast, approaching a range of rough hills covered with grey rocks and brown grass. Thistles poke up out of the grass in places, their puffy purple flowers surrounded by wicked spines.
Obvious paths: northeast, south
[go2]>northeast
[go2]>east
You limp northeast.
[Upper Trollfang - 1197]
A dead tree stands off to one side of the trail, its branches reaching up to the sky like the blackened fingers of a skeleton hand. No trees or bushes grow near it, as though the other plants shun whatever killed it. The soil around its roots is bare and dusty. You also see a ruined ashen bone pillar.
Obvious paths: east, southwest
[go2]>southeast
You limp east.
[Upper Trollfang - 1198]
Modwir pines rustle in the wind, and bluejays swoop back and forth among them, belittling you and each other in rough, raucous voices. The main trail curves to the west and southeast, while a rougher trail heads up the side of the hill to the north.
Obvious paths: southeast, west
[go2]>east
You limp southeast.
[Upper Trollfang - 1200]
The trail curves, following the contour of the large hill to the north. Part of the hill has slumped onto the trail, forcing you to detour around a jumble of grey boulders and dirt. You eye the top of the slope fearfully, and quicken your pace to pass swiftly by.
Obvious paths: east, northwest
[go2]>northeast
You limp east.
[Upper Trollfang - 1201]
The trail widens, running along the top of a sheer, rocky cliff. A few scraggly bushes cling to the side of the hill above the trail, a lone modwir towering over them like a shepherd tending his flock. A small brown chipwit flutters back and forth between the modwir and the ground, carrying grasses and fallen needles to line its nest. You also see a rugged pass.
Obvious paths: northeast, west
[go2]>north
You limp northeast.
[Upper Trollfang - 1201]
A few scruffy bushes cling to the hillside here upslope of the trail. Downslope, to the southeast, you see only a few clumps of tough, brown grass clinging wherever a pocket of soil has collected on the rocky slope. Dirty white lichen grows in lacy patterns across the surface of the rocks, its delicacy contrasting with the dull, blunt stone.
Obvious paths: north, southwest
[go2]>northeast
You limp north.
[Upper Trollfang - 1203]
A bush alongside the trail crackles softly in the breeze, and suddenly spits forth a small, sleek grass-colored bird that hoots in fright. Dry grasses rustle as a small predator slinks off, chittering angrily, doubtless complaining of his hunger.
Obvious paths: northeast, south
[go2]>north
You limp northeast.
[Upper Trollfang - 1203]
The hillside is steep here, not quite vertical but close. Dry, brownish grass covers the hillside both above and below the trail. The trail is only a few inches wide here, but with care you manage to keep from falling over the side.
Obvious paths: north, southwest
You limp north.
[Upper Trollfang - 1205]
The trail curls around a steep, treeless hillside. Tough brown grasses, pierced by an occasional thistle, cover the ground. The trail to the south is only a few inches wide -- rain, wind and use have eroded it down to near non-existence.
Obvious paths: north, south
[go2]>north
[go2]>north
You limp north.
[Upper Trollfang - 1205]
The trail narrows here and the branches of the trees meet over your head, casting deep shadows all around. You brush against a pine tree and pick up a smear of gluey black sap down your arm. The sharp scent of the resin bites your nose and throat, and your attempts to clean the goop off only spreads it around.
Obvious paths: north, south
[go2]>go trunk
You limp north.
[Upper Trollfang - 1206]
The trail winds through the trees, lights and shadows dancing between the branches. To the north, your path is blocked by the trunk of a huge fallen modwir. Wicked looking black brambles climb over the trunk and wind through the branches, except for a patch right above the trail. The exposed surface of the bark has been worn smooth.
Obvious paths: south
You limp across a fallen trunk.
[Upper Trollfang - 1208]
An ancient modwir pine came crashing down across the trail here long ago, at least a century past if the size of the trees grown up around it are any indication. A clump of wicked looking black brambles has grown up across the fallen trunk, covering it completely except for a narrow patch directly above the trail. The rough bark of the tree has been worn smooth where it's not covered with thorns.
Obvious paths: northwest
[go2]>northwest
[go2]>go trees
You limp northwest.
[Upper Trollfang - 1208]
Gaps in the trees allow the prevailing winds to blow briskly through this area, carrying with them a sound that can best be described as a frenzied drumbeat. If it is indeed the sound of a drum, the player is obviously agitated. You also see a gap in the trees.
Obvious paths: northeast, southeast, northwest
[go2]>northeast
You limp through a gap in the trees.
[Upper Trollfang, Winding Trees - 1209]
Tall modwirs dominate the area, pulling closer together along the path as it lazily winds its way eastward. Looking up, the tops of the trees wind along with the path making it appear as a path carved in the sky. You also see a gap in the trees.
Obvious paths: northeast
You limp northeast.
[Upper Trollfang, Winding Trees - 1211]
The icy peak of Glatoph looms in the skyline to the north bringing to mind visions of frozen peril. Fortunately, the path skirts its way around the base of the mountain, keeping a clear and relatively safe distance from more dangerous terrain. You notice a patch of some unidentifiable grey moss growing along the northern base of trees.
Obvious paths: east, southwest
[go2]>east
[go2]>southeast
You limp east.
[Upper Trollfang, Winding Trees - 1211]
Harsh gusts of wind cut through the trees causing you to shiver not only from the cold but from the shrill eerie music in the air. Several stalwart modwirs seem to be the source of the songs for they stand against the fast moving air, vibrating in defiance. Somewhere in the distance, you hear a bell clanking along with the singing trees.
Obvious paths: southeast, west
[go2]>northeast
You limp southeast.
[Upper Trollfang, Winding Trees - 1213]
The path curves sharply as it snakes through the trees. Some of the area's firs sport deep green needles with black and silver tips, providing a stark contrast to the usual greenery. Resting between two of the trees you see a large boulder covered with mud as if it had been recently moved. A particularly low copse of trees juts out across the path at your ankles.
Obvious paths: northeast, northwest
[go2]>east
You limp northeast.
[Upper Trollfang, Winding Trees - 1213]
Trees upon trees crisscross in front of your eyes making you feel a bit dizzy. There is a faint scent of cothinar in the air but you cannot find any sign of the flower nearby.
Obvious paths: east, southwest
[go2]>southeast
You limp east.
[Upper Trollfang, Winding Trees - 1215]
You feel like ducking low as a branch from a nearby tree swings down into the path almost touching your head. The wind is definitely stronger here and you can't help but listen to its eerie song as it plays along the leaves and branches of the forest.
Obvious paths: southeast, west
You limp southeast.
[Upper Trollfang, Winding Trees - 1215]
Winding again to the east, the path takes you back and forth through the trees making you wonder if there might be a better path hidden deeper within the foliage. Somewhere far from the path, you can hear something moving quickly through the forest.
Obvious paths: east, northwest
[go2]>search
You make a careful search of the area and discover a small footpath!
[go2]>go footpath
You limp down a small footpath.
[A Dark Forest Path - 1216]
Dense foliage moves into the small path as it disappears into the trees to the south. Shadows crisscross the ground making you feel uneasy. With little light and plenty of places to hide, you suspect this could be an excellent spot for an ambush. You also see a small footpath.
Obvious paths: south
[go2]>south
[go2]>northeast
You limp south.
[Hidden Settlement - 1217]
The path suddenly opens up to reveal a small settlement set in the middle of a forest clearing. You see an occasional elf dart in and out of the tents. A strange quiet surrounds the area and you wonder why the elves would choose to hide this deep into the forest.
Obvious paths: north, northeast, south
You limp northeast.
[Vipershroud, Edge of Settlement - 1218]
Sunlight pours into this clearing, nourishing the multicolored wildflowers intermixed with the thorny blackberry bushes. An overgrown path meanders southwest toward the Elven Settlement, civilization and safety. To the northwest, the living wall of the Vipershroud forest, heavily overgrown and choked with brambles, encroaches upon the bright meadow.
Obvious paths: southwest
[go2]>search
You search around for a moment.
You discover a northwest path!
Roundtime: 5 sec.
[go2]>go path
[U][LNet]-GSIV:Inuoronu: "if you take on spells as a rogue or warrior you loose df redux dont you?"
[Vipershroud, Mossy Trail - 1219]
Huge conifers mixed with spreading deciduous trees block out most of the sunlight. Moss grows thickly on the tree trunks and carpets the barely discernible trail that pushes through the thorny undergrowth. To the southeast, the Vipershroud appears to thin, revealing patches of blue sky.
Obvious paths: north, southeast
[go2]>north
[go2]>northwest
You limp north.
[Vipershroud, Mossy Trail - 1220]
An unusual silence pervades the shadowy forest, and the trees press in tightly on either side. High in the branches of one massive oak, the long, scaly skin of something reptilian hangs down, apparently abandoned. Steam slowly rises from the glistening moss as the leafy canopy traps the heat.
Obvious paths: south, northwest
You limp northwest.
[Vipershroud, Mossy Trail - 1222]
The trees press in even tighter, their canopies intertwining to produce a darkening tunnel effect, with small bits of sunlight appearing as stars through the vegetation overhead. Speech echoes ominously, disturbing the forest's silence, and sweat runs in rivulets in the damp heat. To the northeast, the trail appears to take a quick decline.
Obvious paths: southeast, down
[go2]>down
You limp down.
[Vipershroud, Precipice - 1222]
The trail, coming from the southwest, suddenly ends at a sheer dropoff, perhaps caused decades before by raging floodwaters or a sudden settling of the land. Massive tree roots extend out from the cliff face, then curl back to reenter the soil, keeping the entire face from tumbling down into the murky darkness below. A huge boulder shores up part of the cliff, and the choking growth prevents movement along the edge for more than a few yards in either direction.
Obvious paths: up
[go2]>stance offensive
You are now in an offensive stance.
[go2]>climb boulder
Using what handholds you can find, you carefully climb the boulder.
[Vipershroud, Sheer Cliff - 1223]
The trail, coming from the northwest, confronts a sheer cliff. Peering up into the shadowy tree cover reveals little about the upper cliff edge, except for perhaps a glimpse of a tree root or two. A huge boulder shores up part of the cliff, and the prickly brambles and sharp rocks restrict movement along the cliff face to a few feet in either direction.
Obvious paths: northwest
Roundtime: 10 sec.
R>;chat go find me that definition in the documents
[U][LNet]-You: "go find me that definition in the documents"
[go2]>stance defensive
You are now in a defensive stance.
[go2]>northwest
[go2]>northeast
You limp northwest.
[Vipershroud, Murky Valley - 1224]
Tendrils of steam rise slowly from the valley floor, obscuring vision and clinging damply to everything. The vegetation presses close, brambles and rough tree trunks tearing at passing clothing, while occasional puddles of brackish water, half-hidden by the pervasive green moss, make for treacherous footing.
Obvious paths: northeast, southeast
[go2]>northwest
You limp northeast.
[Vipershroud, Murky Valley - 1226]
The moss hangs from the trees in long, brownish icicles, in some places dragging on the forest floor to mingle with the greener moss there. Unblinking pairs of golden eyes appear and disappear deep in the surrounding brambles, occasionally followed by a quiet rustling or a soft splashing.
Obvious paths: southwest, northwest
[go2]>north
You limp northwest.
[Vipershroud, Murky Valley - 1226]
Gnarled, twisted trees loom menacingly, their bark a sickly grayish brown. The huge trunks and spreading branches cut off all sunlight from above, and phosphorescent toadstools softly illuminate the forest floor with golden and emerald light. The air hangs heavy with the humidity and lack of circulation. Even without the breeze, a rancid scent of sulfur is apparent.
Obvious paths: north, southeast
[go2]>northeast
You limp north.
[Vipershroud, Bubbling Spring - 1228]
A small clearing appears here, giving a brief respite from the claustrophobic trail and allowing a dim bit of sunlight to penetrate to the ground. The brambles and trees have been forced back by a bubbling spring, and the reason for vegetation's retreat is immediately apparent in the sickly yellow tinge to the water and the heavy rancid scent in the air. The sulfurous water bubbles up, only to flow a few yards and disappear noisily down a muddy, sucking hole. You also see a dark panther.
Obvious paths: northeast, south
[go2]>northeast
You limp northeast.
[Vipershroud, Murky Valley - 1229]
Twigs snap, leaves rustle, and it becomes apparent that something is paralleling your course from deep in the underbrush. The heavy tree branches above cut off the sunlight, making it impossible to see more than a few feet in any direction, while the rampant humidity and lack of wind lend a tense stillness to the misty air. A rancid scent of sulfur mingles with the odor of decaying vegetation.
Obvious paths: northeast, southwest
You limp northeast.
[Vipershroud, Fallen Tree - 1229]
A huge tree, perhaps twenty-five feet in diameter, has fallen onto the path, blocking further progress. The tree trunk is heavily covered with dark green moss and brownish yellow fungus, and the overhead canopy shows no sign of a break in the tightly woven umbrella, indicating the fallen tree has lain here for some time. Brackish water pools underneath the trunk, adding to the steamy mist. The narrow path continues off to the southwest.
Obvious paths: southwest
[go2]>search
You search around for a moment.
You discover an obscured crack!
Roundtime: 5 sec.
[go2]>go crack
[Vipershroud, Inside the Tree - 1230]
Pitch blackness eliminates vision, and progress must be made through the sense of touch. The sound of small scurryings and scrapings echoes faintly in the tight confines of the log, and soft, wriggly bodies squish easily under hand and foot. The odor of decay, rising from the damp, pressing walls adds to the discomfort from the steamy humidity. No way forward is apparent in the darkness, although the way back out is readily remembered.
Obvious exits: out
[go2]>search
You search around for a moment.
You do not find anything of interest where you're searching, though you do notice another area that proves promising.
Roundtime: 5 sec.
[go2]>search
You search around for a moment.
You discover a narrow opening!
Roundtime: 5 sec.
[go2]>go opening
[Vipershroud, Fallen Tree - 1231]
A huge tree, perhaps twenty-five feet in diameter, has fallen onto the path, blocking further progress. The tree trunk is heavily covered with dark green moss and brownish yellow fungus, and the overhead canopy shows no sign of a break in the tightly woven umbrella, indicating the fallen tree has lain here for some time. Brackish water pools underneath the trunk, adding to the steamy mist. The narrow path continues off to the north.
Obvious paths: north
[go2]>north
[go2]>northeast
You limp north.
[Vipershroud, Murky Valley - 1232]
The scent of rotting vegetation and decaying animal life gives the mists a peculiar odor. On one side of the trail, almost hidden by the brambles and the shadowy darkness, a stump has broken open revealing a large termite nest. Transparent white, bulbous termites, standing out brightly against the deep browns and greens of the decomposed wood, scurry about, attempting to repair the damage. You also see a faint path leading into the sharp brambles.
Obvious paths: northeast, south
[go2]>up
You limp northeast.
[Vipershroud, Murky Valley - 1234]
The steam rising from the baking moss hangs heavily in the valley. The twisting, bramble-choked trail, impenetrable overhead foliage and clinging steam conspire to limit vision to a few shadowy yards at best. To the northeast the trail slopes up, out of the valley, while to the southwest it plunges deeper into the damp mist.
Obvious paths: southwest, up
[go2]>northeast
You limp up.
[Vipershroud, Mossy Trail - 1234]
The area explodes in a frenzy of activity as numerous small slithering animals are disturbed by the arrival of footsteps. The moss undulates outward, pushed up by the escaping creatures underneath, then settles back peacefully, and the area returns to its unnatural quiet. To the southwest the path seems to take a sudden dip downward. You also see a dark panther.
Obvious paths: northeast, down
You limp northeast.
[Vipershroud, Brackish Stream - 1236]
A dark, brackish, slow-moving stream emerges from under some thick, dangerous-looking brambles and meanders off to the northeast. Several stones, strategically placed, allow dry passage across the stream to the heavily shaded, moss-choked path running northwest and southwest. Swarming insects, spawned from the standing pools, add a buzzing, biting layer of black fog to the already misty atmosphere.
Obvious paths: southwest, northwest
[go2]>go stream
You bravely tromp through the sucking mud.
[Vipershroud, Brackish Stream - 1236]
The stream widens here, forming a small swamp. Biting flies latch onto anything remotely alive, sucking the life-giving blood out with gusto. Although the trees are sparser in this area, those that have survived are huge, continuing to block the sunlight with their spreading upper branches.
Obvious paths: north, southwest
Roundtime: 10 sec.
R>;chat find me the gm in charge of "hybrids"
[U][LNet]-You: "find me the gm in charge of "hybrids""
[go2]>north
Moving through this swamp is difficult....
Roundtime: 15 sec.
You limp north.
[Vipershroud, Brackish Stream - 1237]
The stream continues its slow progress, meandering around towering firs and creeping under razor-sharp brambles while encouraging the swarms of voracious insects. The conditions are intensified by the smothering humidity and lack of sunlight. One might be able to fend off the insects if one could only see them. A lone boot, the top and a few laces visible, protrudes up through the mud.
Obvious paths: northeast, south
[LNet]-GSIV:Wutaki: "do I need to do your homework for you too?"
R>;chat I'll paypal you 20 bucks
[LNet]-You: "I'll paypal you 20 bucks"
[LNet]-You: "I'll paypal you 20 bucks"
[go2]>northeast
Moving through this swamp is difficult....
Roundtime: 15 sec.
You limp northeast.
[Vipershroud, Brackish Stream - 1238]
The air is thick with moisture, and water dripping from the trees delivers a hot, unsatisfying rain. The moist moss squishes loudly underfoot, and clouds of biting insects buzz around hungrily, attempting to feast on some fresh blood. The trail, coming from the northwest, ends abruptly at a shallow, brackish stream. To the northeast, the stream disappears under a thick clump of brambles, but to the southwest it is passable, if one doesn't mind tromping through heavy mud.
Obvious paths: northwest
A tree viper slithers in, hissing in warning!
A tree viper slithers in, hissing in warning!
A tree viper hisses and bares its fangs as it coils defensively.
Your turnip tattoo surveys the area for a time, then rolls its eyes.
A tree viper hisses and bares its fangs as it coils defensively.
[go2]>northwest
[go2]>northwest
You limp northwest.
[Vipershroud, Mossy Trail - 1239]
The trees push closer to the trail, competing for space with the moss and brambles. The only light is diffuse and reflected, casting the area in heavy shadows. The heat, however, seems to have no problem penetrating the leafy canopy, helping the humidity to make travel miserable. A canine skeleton lies just off the path, half-buried by greenish moss and fungus.
Obvious paths: southeast, northwest
[go2]>northeast
You limp northwest.
[Vipershroud, Mossy Trail - 1240]
A thick canopy of tightly intertwined branches closes off most of the sunlight, making the area appear as if night is approaching. Sharp brambles choke the trail, and thick moss underfoot makes the passage a slippery one. To the northeast the trees appear to thin somewhat, and the sound of a rushing river can be heard. The nearby river moderates the temperature, making it damp but cool. You also see a hanging tree viper.
Obvious paths: northeast, southeast
[go2]>east
You limp northeast.
[Vipershroud, Locksmehr River - 1242]
Sunlight sparkles off the Locksmehr River as it rushes toward the west. The current is very fast here, and the flow is interrupted by several protruding rocks. To the east, a ferry service for crossing the river operates from a sturdy wooden dock. The Vipershroud, a near impenetrable forest, looms to the south and west. You also see a dark panther.
Obvious paths: east
You limp east.
[Vipershroud, Ferry Landing - 1193]
The Locksmehr River runs wider, deeper and slower here, allowing a ferry service to take passengers across to the opposite shore. A weathered wooden dock, firmly lashed to several large pilings, juts out into the river. To the south and east, the Vipershroud grows down to the water's edge, making travel in those directions impossible.
Obvious paths: west
[go2]>go dock
You limp over to a weathered wooden dock.
[Locksmehr River, South Dock - 1192]
The wooden dock is heavily weathered but sturdy. Several thick pilings descend into the river bottom, and the dock's planks are securely nailed to heavy wooden crossbeams secured to the pilings. On the upstream side near the shore, two of the pilings jut higher into the air, providing posts to which the ferry guide rope attaches. The dock stands considerably higher than the level of the river, although watermarks on the pilings show that the river is fickle in its choice of depth. You also see a carved wooden sign hanging from the dock railing.
Obvious paths: out
[go2: Waiting for the ferryman...]
>;chat why would I want an idiot doing my homework?
[LNet]-You: "why would I want an idiot doing my homework?"
The ferry launches away from the far shore's dock.
[LNet]-GSIV:Tesames: "so any caster would be a hybrid, they can swing a weapon too"
[LNet]-GSIV:Xoryl: "Glad to see nothing has changed"
[LNet]-GSIV:Lyllenyn: "lol"
The ferry moves steadily toward you.
[LNet]-GSIV:Cruxophim: "Squares=Warriors/Rogues, Semis=hybrids"
>;chat semis are semis
[LNet]-You: "semis are semis"
>;chat hybrid isn't a term used in gs
[LNet]-You: "hybrid isn't a term used in gs"
[LNet]-GSIV:Cruxophim: "Same diff."
The ferry rides over a patch of rough water.
[LNet]-GSIV:Cruxophim: "Well not specifically, no... but that definite fits Semis."
[LNet]-GSIV:Cruxophim: "*definition"
Fourth, as you can see my bet for $20 bucks was for him to find me the GM in charge of 'Hybrids'. Not the use of the term hybrid, as his cut and paste wants to show.
There is no GM in charge of 'hybrids'. Professionally, there are teams in charge of Squares, Semis, or Pures. There is no GM or team of GMs in charge of 'Hybrids'. So I'm clear there.
If you want to stretch that bet to mean I'll send him $20 if he can find me documentation that says hybrids means "access to both the spiritual and elemental sphers of magic", as he originally stated, he still doesn't deserve a cent.
And even if we used Wutaki's later, changed, definition that he uses here in this thread, "hybrid in GS terms means relating to multiple spheres of magic", then I still don't owe him any money.
Fifth, when I said "You: "hybrid isn't a term used in gs", I didn't actually mean the actual word is never used in GS. I was saying that it wasn't used as a professional term (in regards to square, semi, Pure) for Semis. And it's not.
So, no. I don't owe him anything.
edit: I dunno why that first one line quote got separated from the main portion, but it's supposed to be continuous quote from my log.
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