Parkbandit
09-12-2004, 02:17 PM
Arende sadly says, "Is death avalible."
You quietly say, "Death is always available.. simply ask for it."
Arende sadly says, "Kill me then."
Arende sadly says, "Death please."
Speaking to Arende, Panndoris says, "Hush, elf."
You see Arende.
She appears to be an Illistim Elf.
She appears to have come of age and tall. She has bright crystal green eyes and fair skin. She has waist length, flowing chestnut hair streaked with silver. She has a dainty face, a classical nose and sharp pointed ears.
She is in good shape.
She is wearing a cross-woven heavy silk pack, a mithril round shield, an elegant black silk gown, a crystal amulet, a leather and elk bone necklace, a dangling crystal earring, a gold ring, a shimmering silver scarf, a dark blue satin pouch, some calf-high polished black boots, a brightly embroidered headband, and a threadbare purple greatcloak.
You come out of hiding.
You reach out and hold Arende's hand.
[Icemule Trace, West Road]
Travellers go by at a dizzying pace. It is difficult to walk by without running into one of them. Walking sideways seems to be the only way to make any progress down the road. You also see a large striped tent.
Obvious paths: north, east, west
Arende followed.
Your group prevents you from moving stealthily.
[Icemule Trace, West Road]
Groups of boisterous and cheerful halflings pass by rapidly. Most of them seem to be heading south towards the Tavern Burrow for entertainment or refreshment. An old, drunk halfling sits in a doorway, alternating between singing at the top of his lungs and munching on a tart.
Obvious paths: east, south, west
Arende followed.
Your group prevents you from moving stealthily.
[Icemule Trace, West Road]
The cobblestone road continues east and west between the narrow buildings. To the east the foot traffic seems to grow considerably worse. A gate is just visible at the western end of the road. You also see a cobblestone walkway.
Obvious paths: east, west
Arende followed.
Your group prevents you from moving stealthily.
[Icemule Trace, West Road]
On the north side of the cobblestone road everything seems quiet, almost too quiet. To the south, you can hear the rowdy shouts of people in the taverns and the gaming hall.
Obvious paths: east, west
Arende followed.
Your group prevents you from moving stealthily.
[Icemule Trace, West Road]
The cobblestone road ends at the large western gate here. Through the gate you see vast plains of grass about as tall as a halfling, with very few trees for cover. You also see an old beer barrel.
Obvious paths: north, east, south
Arende followed.
Your group prevents you from moving stealthily.
[West Barbican, Gate]
Under the massive barbican is a shadowy passageway, with sturdy stone walls on each side and overhead. Iron-barred windows provide access to this area from each of the barbican towers as well as from overhead, creating the distinct impression that someone is watching from the shadows. The sharp spikes of raised portcullises jut from the ceiling at the eastern entrance to the city and the western exit to the wilds.
Obvious exits: east, west
Arende followed.
Your group prevents you from moving stealthily.
[Icemule Trace, West Gate]
The wind whistles around you as it passes along this side of the town walls. The road leading up to the gate itself is merely a dirt path but you notice it has seen some extensive use. A huge snowbank is off to one side from all the snow being removed in front of the gates. Just to the south of the gate is a stout building with a large sign over the door that reads "The Icehouse Tavern".
Also here: Sabastord
Obvious paths: north, south, west
Arende followed.
Your group prevents you from moving stealthily.
[Icemule Trace, Snow Drifts]
The area around you is barren except for patches of grass that poke through the snow along this rough trail. You see the familiar walls of Icemule Trace in the distance but are too far away to see the gate.
Obvious paths: east, west
Arende followed.
You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
You gesture at Arende.
Dozens of long thorns suddenly grow out from the ground underneath Arende! Several of the thorns jab into her!
... hits for 36 points of damage!
* Arende drops dead at your feet!
The brilliant luminescence fades from around Arende.
Arende becomes solid again.
Cast Roundtime 3 Seconds.
* Arende just bit the dust!
You nod to Arende.
You quietly say, "Death is always available.. simply ask for it."
Arende sadly says, "Kill me then."
Arende sadly says, "Death please."
Speaking to Arende, Panndoris says, "Hush, elf."
You see Arende.
She appears to be an Illistim Elf.
She appears to have come of age and tall. She has bright crystal green eyes and fair skin. She has waist length, flowing chestnut hair streaked with silver. She has a dainty face, a classical nose and sharp pointed ears.
She is in good shape.
She is wearing a cross-woven heavy silk pack, a mithril round shield, an elegant black silk gown, a crystal amulet, a leather and elk bone necklace, a dangling crystal earring, a gold ring, a shimmering silver scarf, a dark blue satin pouch, some calf-high polished black boots, a brightly embroidered headband, and a threadbare purple greatcloak.
You come out of hiding.
You reach out and hold Arende's hand.
[Icemule Trace, West Road]
Travellers go by at a dizzying pace. It is difficult to walk by without running into one of them. Walking sideways seems to be the only way to make any progress down the road. You also see a large striped tent.
Obvious paths: north, east, west
Arende followed.
Your group prevents you from moving stealthily.
[Icemule Trace, West Road]
Groups of boisterous and cheerful halflings pass by rapidly. Most of them seem to be heading south towards the Tavern Burrow for entertainment or refreshment. An old, drunk halfling sits in a doorway, alternating between singing at the top of his lungs and munching on a tart.
Obvious paths: east, south, west
Arende followed.
Your group prevents you from moving stealthily.
[Icemule Trace, West Road]
The cobblestone road continues east and west between the narrow buildings. To the east the foot traffic seems to grow considerably worse. A gate is just visible at the western end of the road. You also see a cobblestone walkway.
Obvious paths: east, west
Arende followed.
Your group prevents you from moving stealthily.
[Icemule Trace, West Road]
On the north side of the cobblestone road everything seems quiet, almost too quiet. To the south, you can hear the rowdy shouts of people in the taverns and the gaming hall.
Obvious paths: east, west
Arende followed.
Your group prevents you from moving stealthily.
[Icemule Trace, West Road]
The cobblestone road ends at the large western gate here. Through the gate you see vast plains of grass about as tall as a halfling, with very few trees for cover. You also see an old beer barrel.
Obvious paths: north, east, south
Arende followed.
Your group prevents you from moving stealthily.
[West Barbican, Gate]
Under the massive barbican is a shadowy passageway, with sturdy stone walls on each side and overhead. Iron-barred windows provide access to this area from each of the barbican towers as well as from overhead, creating the distinct impression that someone is watching from the shadows. The sharp spikes of raised portcullises jut from the ceiling at the eastern entrance to the city and the western exit to the wilds.
Obvious exits: east, west
Arende followed.
Your group prevents you from moving stealthily.
[Icemule Trace, West Gate]
The wind whistles around you as it passes along this side of the town walls. The road leading up to the gate itself is merely a dirt path but you notice it has seen some extensive use. A huge snowbank is off to one side from all the snow being removed in front of the gates. Just to the south of the gate is a stout building with a large sign over the door that reads "The Icehouse Tavern".
Also here: Sabastord
Obvious paths: north, south, west
Arende followed.
Your group prevents you from moving stealthily.
[Icemule Trace, Snow Drifts]
The area around you is barren except for patches of grass that poke through the snow along this rough trail. You see the familiar walls of Icemule Trace in the distance but are too far away to see the gate.
Obvious paths: east, west
Arende followed.
You gesture while summoning the spirits of nature to aid you with the Spike Thorn spell...
Your spell is ready.
You gesture at Arende.
Dozens of long thorns suddenly grow out from the ground underneath Arende! Several of the thorns jab into her!
... hits for 36 points of damage!
* Arende drops dead at your feet!
The brilliant luminescence fades from around Arende.
Arende becomes solid again.
Cast Roundtime 3 Seconds.
* Arende just bit the dust!
You nod to Arende.