Hard to tell without a log.
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Hard to tell without a log.
Is there a way to capture a log or do you just want everything that happened once ;sloot sell was engaged? *NOTE-It says sloot3 but I had to rename it so it would be found when I was looting with ;bigshot... but it really is ;sloot4. It looks like each time it needs to do something it resets back to the starting position. It goes to town to get silvers, then back to the Graveyard, then back to town to do the boxes, then back to Graveyard...
I'd also second the motion to get it to stop putting boxes on the counter. Thanks!
Code:--- Lich: sloot3 active.
>
--- Lich: go2 active.
[go2: ETA: 0:00:08 (30 rooms to move through)]
[go2]>out
[Graveyard]
You pause inside the gates to survey the eerie scene. A magnificently crafted granite crypt to the north inspires wonder and loathing. The carvings on the facade are horrific, detailing the onslaughts of the Unlife throughout the chaotic history of Elanthia. A gravel path wraps around the structure, while thorny brambles growing among the tombstones deter you from leaving the paved route.
Obvious paths: northeast, northwest
>
[go2]>go gate
[Graveyard]
A massive bronze gate spans the path, blocking the way north. On either side are high stone walls surmounted with jagged rocks. Now green and pitted, the gate is still locked shut by a rusted chain fastened with an ancient padlock. A cast likeness of the goddess Lorminstra, Keeper of the Gates of Oblivion, her Staff of Doom in hand, and a grotesque statue of the Empress Gosaena are the main motifs of the elaborately decorated portal. You also see a dirt path.
Obvious paths: none
>
[go2]>go path
[go2]>go trail
[Graveyard]
The trees part to reveal a trodden dirt path. Along its edges grow scraggly clumps of creeping dirge-vaon vines. The scant leaves on the few sickly trees that support the vines seem to tremble in some unfelt and disquieting breeze. A narrow trail leads southwest.
Obvious paths: none
>
[go2]>south
[Graveyard]
Through the dense forest, you can barely make out an overgrown trail that leads northeast up a gentle slope. As the slope rises and levels off, the foliage thins out, changing in hue from deep forest shades and refreshing greens to sere browns and dull, wilted yellows.
Obvious paths: south
>
[go2]>south
[Lower Trollfang, Forest]
The trees are older and higher here, and their leaves more densely intertwined, lending a somewhat gloomy atmosphere to an otherwise pleasant forest.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest
>
[go2]>southwest
You wander south into the forest.
[Lower Trollfang, Forest]
The trees are older and higher here, and their leaves more densely intertwined, lending a somewhat gloomy atmosphere to an otherwise pleasant forest.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest
>
You wander southwest into the forest.
[Lower Trollfang, Forest]
You are surrounded by trees. Trees in front of you, trees behind you. Trees to the right and trees to the left. Never before in your life have you seen so many trees.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest
>
[go2]>south
You wander south into the forest.
[Lower Trollfang, Forest]
You are surrounded by trees. Trees in front of you, trees behind you. Trees to the right and trees to the left. Never before in your life have you seen so many trees.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest
>
[go2]>southwest
You wander southwest into the forest.
[Lower Trollfang, Forest]
The sun shines merrily through the canopy of hundreds of vibrant young trees, dappling everything beneath them with pockets of light and shadow.
Obvious paths: east, southeast, west
>
[go2]>west
[go2]>go trail
[Lower Trollfang, Clearing]
This small grassy clearing is dotted with occasional low bushes and young trees. To the east the trees become larger and more numerous, while to the west a faint trail leads back to the walls of Wehnimer's Landing. You also see a black iron gate.
Obvious paths: east
>
[go2]>south
[Wehnimer's, Exterior]
Thick brambles grow high upon the walls of this, the east, side of Wehnimer's Landing. Small pieces of cloth (and flesh) still cling to the sharp thorns of these bushes, left behind by those foolish enough to think that they could gain access to the walled town by climbing the prickly vines. You also see an obscure trail.
Obvious paths: north, south
>
[go2]>southwest
[go2]>west
[Wehnimer's, Exterior]
You are feeling a bit uneasy as you walk around this part of the outer wall. Glancing up, you notice the reason for this apprehension. Several of the town militia are staring down at you from their guard posts high on the walls of the barricade. Though you see no weapons, you are quite sure that each guard has one handy and is well versed in its use.
Obvious paths: north, southwest
>
[Wehnimer's, Exterior]
This open field stretches from the southeast corner of Wehnimer's Landing. From here, a faint path can be seen heading to the northeast and to the west as it follows the high walls of the fortified town.
Obvious paths: northeast, west
>
[go2]>go bridge
[go2]>west
[Wehnimer's, Exterior]
You stand below the top bank of the eastern shore of the Locksmehr River. From here you have a good view of the many merchant barges and fishing boats that move along the river. Some move towards the Landing to exchange their goods for silver, while others are working their way upstream to gather new cargo. You also see a sturdy bridge, a large metal-topped barrier arcing over most of the area and a wooden sign.
Obvious paths: east, south
>
[go2]>west
[Wehnimer's, Exterior]
You are standing on the western shore of the Locksmehr river. From here you can see the southern water entrance to the town of Wehnimer's Landing. It is through this entrance that the boats returning from their upstream sojourns to the south have access to the town. A rough trail descends a rocky slope toward a stand of willow trees. You also see a wooden sign and a sturdy bridge.
Obvious paths: west
>
[Wehnimer's, Exterior]
Through a crack in the wooden palisade to the north, you can see the bustling traffic of Wehnimer. It is a stark contrast to the open path that you walk.
Obvious paths: east, west
>
[go2]>northwest
[Wehnimer's, Exterior]
[go2]>north
The dirt path bends around the southwest corner of the landing. Far to the east, you can see a thin blue line that must be the river. You also see a heap of splintered timbers and torn hide, a grey silk ribbon and a rolton skeleton.
Obvious paths: east, northwest
>
[Wehnimer's, Exterior]
A backdrop of rot and death expand to the south, where lush grasslands have been replaced by cracked grey rock, emaciated plant life and thick smog. Scattered about the dead lands are the putrid remains of roltons, flies swarming around their bodies. You also see a rotted wooden signpost.
Obvious paths: north, southeast, southwest
>
[go2]>north
[Wehnimer's, Exterior]
To the southwest, the immense grasslands have begun to fade, replaced by twisted brown weeds and rotting undergrowth. To the northwest, once mighty pine trees have become bent with decomposition, their skeletal branches barren and gnarled.
Obvious paths: north, south
>
[go2]>north
[Wehnimer's, Exterior]
To the west, the landscape has grown dark and broken, where a once thick forest has withered into a wasteland of dead trees and brown foliage. Pale wisps of fog slowly snake through the gnarled trees. You also see a weathered canvas tent.
Obvious paths: north, south
>
[go2]>north
[go2]>north
[Wehnimer's, Exterior]
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
>
[go2]>go path
[Wehnimer's, Exterior]
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 short sword and a tall wooden archery tower.
Obvious paths: north, south, west
>
[Wehnimer's, Exterior]
You are standing at the northwest corner of the Landing. The path, which bends to the northeast as it moves along this section of the western wall of the fortified trading post. To the west can be seen a dark forest while to the south can be seen a rolling plain of high grasses. You also see a tall wooden archery tower and a cobblestoned trail leading to a wooded glade.
Obvious paths: northeast, south, west
>
[Wehnimer's, Outside Gate]
[go2]>go gates
Citizens, merchants and assorted dregs of society jostle against you before the great wooden gates of Wehnimer's Landing. Harried guards and militiamen try to keep the chaos to a minimum, but it is hard to keep track of those entering, let alone leaving, this large trading post. A dirt path encircling the wooden palisade of the town leads east and southwest. Nailed prominently to the wooden wall beside the gate is a sign you really should read. You also see a tall wooden archery tower and the Wayside inn.
Obvious paths: north, east, southwest, northwest
>
[go2]>south
[Wehnimer's, Land's End Rd.]
Vigilant guardsmen scrutinize the citizens and travelers arriving and departing through the wide gateway spanning the land route into Wehnimer's Landing. The frenetic pace of the city to the south is a far cry from the deceptive calm of the wilds of Elanith outside. Two daunting towers survey the countryside and protect the town, flanking the road to the east and west. You also see a wooden barrel.
Obvious paths: south
>
[go2]>west
[go2]>south
[Wehnimer's, North Ring Rd.]
The cobbled road girds the town along the inner side of the northern palisade. Just to the north stand the twin sentinels of the gate's guardtowers. Guardsmen come and go through the main gates, keeping a close eye on the people of all races who move to and fro. Opposite the gates, you see the shop of Dakris the Furrier.
Obvious paths: north, east, west
>
[Wehnimer's, North Ring Rd.]
The road turns gradually at this point as it forms the northwest corner of the city. The main path curves along the north and west walls, and another leads south between the buildings. The massive oak and modwir logs of the city palisade tower overhead. You also see a brightly lit small painted wagon.
[go2]>south
Obvious paths: east, south, southwest
>
[Wehnimer's, Talon St.]
The street runs between the northern palisade and the central square to the south and east. The traffic is varied here, as shoppers, traders, travelers and merchants mix with the ever-present and watchful militiamen. The pristine walls of the Stone Baths occupy nearly the entire block.
Obvious paths: north, south
>
[go2]>south
[go2]>go bank
[Town Square, Northwest]
This corner of the square is lively and hectic. A number of representatives of the Landing's population, including several elven loggers and a party of rough-looking dwarves, loiter around the door of the Raging Thrak Inn, where the rowdy cheers of patrons and voices raised in songs of many sorts, from snatches of heroic ballads to blushingly bawdy tunes, beckon you to enter. You also see a sculpted granite statue.
Obvious paths: north, east, southeast, south
>
[Town Square, West]
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.
Obvious paths: north, east, south, west
>
[go2]>go arch
[First Elanith Bank, Lobby]
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
>
[First Elanith Bank, Teller]
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 the Eyeoh disk, a banking assistant, a low arch and a large sign.
Also here: Eyeoh, Raego
Obvious exits: none
>
[go2: travel time: 0:00:05]
--- Lich: go2 has exited.
[sloot3]>withdraw 9834 silvers
The teller carefully records the transaction, and then hands you 9834 silvers.
>
--- Lich: go2 active.
>
You feel more refreshed.
>
[go2: ETA: 0:00:07 (25 rooms to move through)]
[go2]>go arch
[go2]>out
[First Elanith Bank, Lobby]
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]>west
[go2]>west
[Town Square, West]
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.
Obvious paths: north, east, south, west
>
[Wehnimer's, Winter St.]
[go2]>south
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.
Obvious paths: east, west
>
[Wehnimer's, West Ring Rd.]
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.
Obvious paths: north, east, south
>
[Wehnimer's, West Ring Rd.]
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 dark ladder leaning against a large iron-plated tower and a large wooden gate.
Obvious paths: north, south
>
[go2]>go gate
[go2]>south
[Wehnimer's, Exterior]
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
>
[go2]>south
[Wehnimer's, Exterior]
To the west, the landscape has grown dark and broken, where a once thick forest has withered into a wasteland of dead trees and brown foliage. Pale wisps of fog slowly snake through the gnarled trees. You also see a weathered canvas tent.
Obvious paths: north, south
>
[go2]>south
[go2]>southeast
[Wehnimer's, Exterior]
To the southwest, the immense grasslands have begun to fade, replaced by twisted brown weeds and rotting undergrowth. To the northwest, once mighty pine trees have become bent with decomposition, their skeletal branches barren and gnarled. You also see a rolton.
Obvious paths: north, south
>
[Wehnimer's, Exterior]
A backdrop of rot and death expand to the south, where lush grasslands have been replaced by cracked grey rock, emaciated plant life and thick smog. Scattered about the dead lands are the putrid remains of roltons, flies swarming around their bodies. You also see a rotted wooden signpost.
Obvious paths: north, southeast, southwest
>
[Wehnimer's, Exterior]
The dirt path bends around the southwest corner of the landing. Far to the east, you can see a thin blue line that must be the river. You also see a heap of splintered timbers and torn hide, a grey silk ribbon and a rolton skeleton.
Obvious paths: east, northwest
>
[go2]>east
[go2]>east
[Wehnimer's, Exterior]
Through a crack in the wooden palisade to the north, you can see the bustling traffic of Wehnimer. It is a stark contrast to the open path that you walk.
Obvious paths: east, west
>
[go2]>go bridge
[Wehnimer's, Exterior]
You are standing on the western shore of the Locksmehr river. From here you can see the southern water entrance to the town of Wehnimer's Landing. It is through this entrance that the boats returning from their upstream sojourns to the south have access to the town. A rough trail descends a rocky slope toward a stand of willow trees. You also see a wooden sign and a sturdy bridge.
Obvious paths: west
>
[go2]>east
[Wehnimer's, Exterior]
You stand below the top bank of the eastern shore of the Locksmehr River. From here you have a good view of the many merchant barges and fishing boats that move along the river. Some move towards the Landing to exchange their goods for silver, while others are working their way upstream to gather new cargo. You also see a sturdy bridge, a large metal-topped barrier arcing over most of the area and a wooden sign.
Obvious paths: east, south
>
[Wehnimer's, Exterior]
This open field stretches from the southeast corner of Wehnimer's Landing. From here, a faint path can be seen heading to the northeast and to the west as it follows the high walls of the fortified town.
Obvious paths: northeast, west
>
[go2]>northeast
[go2]>north
[Wehnimer's, Exterior]
You are feeling a bit uneasy as you walk around this part of the outer wall. Glancing up, you notice the reason for this apprehension. Several of the town militia are staring down at you from their guard posts high on the walls of the barricade. Though you see no weapons, you are quite sure that each guard has one handy and is well versed in its use.
Obvious paths: north, southwest
>
[go2]>go trail
[Wehnimer's, Exterior]
Thick brambles grow high upon the walls of this, the east, side of Wehnimer's Landing. Small pieces of cloth (and flesh) still cling to the sharp thorns of these bushes, left behind by those foolish enough to think that they could gain access to the walled town by climbing the prickly vines. You also see an obscure trail.
Obvious paths: north, south
>
[go2]>east
[Lower Trollfang, Clearing]
[go2]>east
This small grassy clearing is dotted with occasional low bushes and young trees. To the east the trees become larger and more numerous, while to the west a faint trail leads back to the walls of Wehnimer's Landing. You also see a black iron gate.
Obvious paths: east
>
[Lower Trollfang, Forest]
The sun shines merrily through the canopy of hundreds of vibrant young trees, dappling everything beneath them with pockets of light and shadow.
Obvious paths: east, southeast, west
>
[Lower Trollfang, Forest]
You are surrounded by trees. Trees in front of you, trees behind you. Trees to the right and trees to the left. Never before in your life have you seen so many trees.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest
>
[go2]>north
You wander north into the forest.
[Lower Trollfang, Forest]
You are surrounded by trees. Trees in front of you, trees behind you. Trees to the right and trees to the left. Never before in your life have you seen so many trees.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest
>
[go2]>northeast
You wander northeast into the forest.
[Lower Trollfang, Forest]
The trees are older and higher here, and their leaves more densely intertwined, lending a somewhat gloomy atmosphere to an otherwise pleasant forest.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest
>
[go2]>north
You wander north into the forest.
[Graveyard]
Through the dense forest, you can barely make out an overgrown trail that leads northeast up a gentle slope. As the slope rises and levels off, the foliage thins out, changing in hue from deep forest shades and refreshing greens to sere browns and dull, wilted yellows.
Obvious paths: south
>
[go2]>go trail
[go2]>go path
[Graveyard]
The trees part to reveal a trodden dirt path. Along its edges grow scraggly clumps of creeping dirge-vaon vines. The scant leaves on the few sickly trees that support the vines seem to tremble in some unfelt and disquieting breeze. A narrow trail leads southwest.
Obvious paths: none
>
[Graveyard]
A massive bronze gate spans the path, blocking the way north. On either side are high stone walls surmounted with jagged rocks. Now green and pitted, the gate is still locked shut by a rusted chain fastened with an ancient padlock. A cast likeness of the goddess Lorminstra, Keeper of the Gates of Oblivion, her Staff of Doom in hand, and a grotesque statue of the Empress Gosaena are the main motifs of the elaborately decorated portal. You also see a dirt path.
Obvious paths: none
>
[go2]>go gate
A grumpy lake spirit floats in, following you.
>
[Graveyard]
You pause inside the gates to survey the eerie scene. A magnificently crafted granite crypt to the north inspires wonder and loathing. The carvings on the facade are horrific, detailing the onslaughts of the Unlife throughout the chaotic history of Elanthia. A gravel path wraps around the structure, while thorny brambles growing among the tombstones deter you from leaving the paved route.
Obvious paths: northeast, northwest
>
[go2]>go crypt
[Graveyard, Crypt]
The entry foyer to this enormous granite crypt is stark, adorned only with grisly friezes sculpted in low relief into the walls. Bands of bluish-green ahnver are inlaid into the stone in thin strips just below the ceiling throughout the entire structure, bathing the rooms in a subtle light. A shadowy arch curves overhead and leads deeper into the inner sanctum of the sepulcher. You also see a cracked urn and an open black marble ossuary.
Also here: Leyorn, Radighast who is sitting
Obvious exits: out
>
[go2: travel time: 0:00:04]
--- Lich: go2 has exited.
--- Lich: go2 active.
[go2: ETA: 0:00:08 (33 rooms to move through)]
[go2]>out
[Graveyard]
You pause inside the gates to survey the eerie scene. A magnificently crafted granite crypt to the north inspires wonder and loathing. The carvings on the facade are horrific, detailing the onslaughts of the Unlife throughout the chaotic history of Elanthia. A gravel path wraps around the structure, while thorny brambles growing among the tombstones deter you from leaving the paved route.
Obvious paths: northeast, northwest
>
[go2]>go gate
[Graveyard]
A massive bronze gate spans the path, blocking the way north. On either side are high stone walls surmounted with jagged rocks. Now green and pitted, the gate is still locked shut by a rusted chain fastened with an ancient padlock. A cast likeness of the goddess Lorminstra, Keeper of the Gates of Oblivion, her Staff of Doom in hand, and a grotesque statue of the Empress Gosaena are the main motifs of the elaborately decorated portal. You also see a grumpy lake spirit that is flying around and a dirt path.
Obvious paths: none
>
[go2]>go path
[go2]>go trail
[Graveyard]
The trees part to reveal a trodden dirt path. Along its edges grow scraggly clumps of creeping dirge-vaon vines. The scant leaves on the few sickly trees that support the vines seem to tremble in some unfelt and disquieting breeze. A narrow trail leads southwest.
Obvious paths: none
>
[go2]>south
[Graveyard]
Through the dense forest, you can barely make out an overgrown trail that leads northeast up a gentle slope. As the slope rises and levels off, the foliage thins out, changing in hue from deep forest shades and refreshing greens to sere browns and dull, wilted yellows.
Obvious paths: south
>
[Lower Trollfang, Forest]
[go2]>south
The trees are older and higher here, and their leaves more densely intertwined, lending a somewhat gloomy atmosphere to an otherwise pleasant forest.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest
>
You wander south into the forest.
[Lower Trollfang, Forest]
The trees are older and higher here, and their leaves more densely intertwined, lending a somewhat gloomy atmosphere to an otherwise pleasant forest.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest
>
[go2]>southwest
[go2]>south
You wander southwest into the forest.
[Lower Trollfang, Forest]
You are surrounded by trees. Trees in front of you, trees behind you. Trees to the right and trees to the left. Never before in your life have you seen so many trees.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest
>
You wander south into the forest.
[Lower Trollfang, Forest]
You are surrounded by trees. Trees in front of you, trees behind you. Trees to the right and trees to the left. Never before in your life have you seen so many trees.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest
>
[go2]>southwest
[go2]>west
[go2]>go trail
You wander southwest into the forest.
[Lower Trollfang, Forest]
The sun shines merrily through the canopy of hundreds of vibrant young trees, dappling everything beneath them with pockets of light and shadow.
Obvious paths: east, southeast, west
>
[Lower Trollfang, Clearing]
This small grassy clearing is dotted with occasional low bushes and young trees. To the east the trees become larger and more numerous, while to the west a faint trail leads back to the walls of Wehnimer's Landing. You also see a black iron gate.
Obvious paths: east
>
[go2]>south
[Wehnimer's, Exterior]
[go2]>southwest
Thick brambles grow high upon the walls of this, the east, side of Wehnimer's Landing. Small pieces of cloth (and flesh) still cling to the sharp thorns of these bushes, left behind by those foolish enough to think that they could gain access to the walled town by climbing the prickly vines. You also see an obscure trail.
Obvious paths: north, south
>
[Wehnimer's, Exterior]
You are feeling a bit uneasy as you walk around this part of the outer wall. Glancing up, you notice the reason for this apprehension. Several of the town militia are staring down at you from their guard posts high on the walls of the barricade. Though you see no weapons, you are quite sure that each guard has one handy and is well versed in its use.
Obvious paths: north, southwest
>
[go2]>west
[go2]>go bridge
[Wehnimer's, Exterior]
This open field stretches from the southeast corner of Wehnimer's Landing. From here, a faint path can be seen heading to the northeast and to the west as it follows the high walls of the fortified town.
Obvious paths: northeast, west
>
[Wehnimer's, Exterior]
You stand below the top bank of the eastern shore of the Locksmehr River. From here you have a good view of the many merchant barges and fishing boats that move along the river. Some move towards the Landing to exchange their goods for silver, while others are working their way upstream to gather new cargo. You also see a sturdy bridge, a large metal-topped barrier arcing over most of the area and a wooden sign.
[go2]>west
Obvious paths: east, south
>
A grumpy lake spirit floats in, following you.
>
[Wehnimer's, Exterior]
You are standing on the western shore of the Locksmehr river. From here you can see the southern water entrance to the town of Wehnimer's Landing. It is through this entrance that the boats returning from their upstream sojourns to the south have access to the town. A rough trail descends a rocky slope toward a stand of willow trees. You also see a wooden sign and a sturdy bridge.
Obvious paths: west
>
[Wehnimer's, Exterior]
Through a crack in the wooden palisade to the north, you can see the bustling traffic of Wehnimer. It is a stark contrast to the open path that you walk.
Obvious paths: east, west
>
[go2]>west
[go2]>northwest
[Wehnimer's, Exterior]
The dirt path bends around the southwest corner of the landing. Far to the east, you can see a thin blue line that must be the river. You also see a heap of splintered timbers and torn hide, a grey silk ribbon and a rolton skeleton.
Obvious paths: east, northwest
>
[go2]>north
[Wehnimer's, Exterior]
A backdrop of rot and death expand to the south, where lush grasslands have been replaced by cracked grey rock, emaciated plant life and thick smog. Scattered about the dead lands are the putrid remains of roltons, flies swarming around their bodies. You also see a rotted wooden signpost.
Obvious paths: north, southeast, southwest
>
[go2]>north
[go2]>north
[Wehnimer's, Exterior]
To the southwest, the immense grasslands have begun to fade, replaced by twisted brown weeds and rotting undergrowth. To the northwest, once mighty pine trees have become bent with decomposition, their skeletal branches barren and gnarled.
Obvious paths: north, south
>
[Wehnimer's, Exterior]
To the west, the landscape has grown dark and broken, where a once thick forest has withered into a wasteland of dead trees and brown foliage. Pale wisps of fog slowly snake through the gnarled trees. You also see a rolton and a weathered canvas tent.
Obvious paths: north, south
>
[go2]>north
[Wehnimer's, Exterior]
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
>
[go2]>north
[Wehnimer's, Exterior]
[go2]>go path
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 short sword and a tall wooden archery tower.
Obvious paths: north, south, west
>
[go2]>go gates
[Wehnimer's, Exterior]
You are standing at the northwest corner of the Landing. The path, which bends to the northeast as it moves along this section of the western wall of the fortified trading post. To the west can be seen a dark forest while to the south can be seen a rolling plain of high grasses. You also see a tall wooden archery tower and a cobblestoned trail leading to a wooded glade.
Obvious paths: northeast, south, west
>
[go2]>south
[Wehnimer's, Outside Gate]
Citizens, merchants and assorted dregs of society jostle against you before the great wooden gates of Wehnimer's Landing. Harried guards and militiamen try to keep the chaos to a minimum, but it is hard to keep track of those entering, let alone leaving, this large trading post. A dirt path encircling the wooden palisade of the town leads east and southwest. Nailed prominently to the wooden wall beside the gate is a sign you really should read. You also see a tall wooden archery tower and the Wayside inn.
Obvious paths: north, east, southwest, northwest
>
[Wehnimer's, Land's End Rd.]
Vigilant guardsmen scrutinize the citizens and travelers arriving and departing through the wide gateway spanning the land route into Wehnimer's Landing. The frenetic pace of the city to the south is a far cry from the deceptive calm of the wilds of Elanith outside. Two daunting towers survey the countryside and protect the town, flanking the road to the east and west. You also see a wooden barrel.
Obvious paths: south
>
[go2]>east
[go2]>east
[Wehnimer's, North Ring Rd.]
The cobbled road girds the town along the inner side of the northern palisade. Just to the north stand the twin sentinels of the gate's guardtowers. Guardsmen come and go through the main gates, keeping a close eye on the people of all races who move to and fro. Opposite the gates, you see the shop of Dakris the Furrier.
Obvious paths: north, east, west
>
[Wehnimer's, North Ring Rd.]
Guards and militiamen pass by, moving between the barracks and the guard towers at either end of the north road. The broad cobblestoned way proceeds east and west, hugging the inside of the northern wall. A varied mix of citizens and visitors, including wealthy merchants and their wives, grizzled-looking trappers with freshly-cured pelts slung over their shoulders, and many others who have come to seek their fortunes in Wehnimer's Landing, walk among the ever-vigilant guardsmen. You also see a squalid canvas pavilion.
Obvious paths: east, west
>
[Wehnimer's, North Ring Rd.]
[go2]>east
[go2]>south
Worn and uneven paving stones broken by deep ruts cover the road here, making for treacherous footing. A chorus of sounds emanates from the south and west, as the hum of the bazaar melds with the cries of the traders and hawkers and the singsong of vendors and peddlers. You also see a red-bricked pathway.
Obvious paths: east, west
>
[Wehnimer's, North Ring Rd.]
North Ring Road intersects here with a cobbled street of modest dimensions that opens up to the south, where traffic becomes markedly more dense along the routes to the main square. Towards the east, the guardtowers at the river gates can be seen in the distance. You also see a shaggy mutt, a human militia pikeman and a cobblestone path.
Obvious paths: east, south, west
>
[go2]>south
[Wehnimer's, The Mews]
[go2]>east
This narrow lane runs north to south, shaded by the narrow, unadorned buildings that loom on both sides of the rough paving stones. The clatter of wagon wheels on cobbled streets and the jangling of iron-fitted harnesses echoes from the south, along with a scent of leather and livestock.
Obvious paths: north, south
>
[go2]>east
[Wehnimer's, The Mews]
The large, barn-like structure that dominates the north side of the block is the city stable. Through a ground-floor window can be seen the rows of now-empty stalls in the dark interior. The pavement just outside is strewn with straw and debris that merits a careful step along this part of the road. To the west is the main square and its cobblestoned bazaar, where furious trading takes place on a daily basis.
Obvious paths: north, east, west
>
[Wehnimer's, Valeria St.]
The footsteps of passing wayfarers and townspeople echo on the cobbled pavement between the rows of two-story wooden houses that flank the lane. The street seems a bit less congested here, blocks away from the busy square to the west. You also see a black flame-scorched house.
Obvious paths: east, south, west
>
[go2]>go door
[go2]>go doorway
[Wehnimer's, Valeria St.]
Flatbed wagons carrying loads of wood or other goods lumber slowly to the east and west, bouncing over a large pothole in the road. A nondescript building, with a prominent sign in the shape of a key above its black door, is set back slightly from the street. You also see the Engraver's Shop with a small elegant sign on it.
Obvious paths: north, east, west
>
[Locksmith, Salesroom]
The walls of this shop are covered with keys and locks of all colors, shapes, and sizes, from large iron padlocks to bone-white skeleton keys. A white-hot coal fire burns steadily under a pot of molten metal over which stoops the locksmith's apprentice. Forms for keys and lock parts sit wedged in sand on a wood work table nearby. To the north, a dimly lit doorway recedes into the shadows. You also see some Wehnimer's militiamen, a low metal counter with a curious sign on it and a dingy stairway.
Obvious exits: out
>
[Locksmith, Backroom]
The backroom of the locksmith's shop is stark, and lit by a single tallow candle. A blob of wax secures the candle atop a locked case that provides the only seating in the uncomfortable room. A tall cabinet secured with a sturdy padlock occupies the far wall. You also see a dimly-lit doorway, Larton, a battered casket and a wax-stained counter with some stuff on it.
Obvious exits: none
>
[go2: travel time: 0:00:06]
--- Lich: go2 has exited.
[sloot3]>look on #-672
>
[sloot3]>get #62992265
On the wax-stained counter:
other (2): a brass bell, a small wooden sign.
You remove a badly damaged silver coffer from in your mountaineer's pack.
>
[sloot3]>put #62992265 on #-672
A grumpy lake spirit floats in, following you.
>
You put a badly damaged silver coffer on a wax-stained counter.
>
[sloot3]>ring bell
You ring the bell, and ask Larton if he can open your silver coffer.
He looks over the silver coffer, frowns, and tells you, "Havin' some trouble, eh? Of course I could open this, but it'll cost ya. Gimme 1657 silvers, and I'll have it open before you know it."
>
[sloot3]>pay
Larton accepts your silvers.
Turning his attention to the silver coffer, Larton deftly disarms a small trap, and then picks the lock with ease. "There you go," he says matter-of-factly.
>
[sloot3]>get #62992265
You remove a badly damaged silver coffer from on a wax-stained counter.
>
[sloot3]>open #62992265
You open a badly damaged silver coffer.
>
[sloot3]>get #62992266
You gather the remaining 2066 coins from inside your silver coffer.
Roundtime: 2 sec.
R>
[sloot3]>put #62992265 in #62718211
...wait 2 seconds.
R>
[sloot3]>put #62992265 in #62718211
You put a badly damaged silver coffer in your mountaineer's pack.
>
--- Lich: go2 active.
[go2: ETA: 0:00:01 (7 rooms to move through)]
[go2]>go doorway
[go2]>out
[Locksmith, Salesroom]
The walls of this shop are covered with keys and locks of all colors, shapes, and sizes, from large iron padlocks to bone-white skeleton keys. A white-hot coal fire burns steadily under a pot of molten metal over which stoops the locksmith's apprentice. Forms for keys and lock parts sit wedged in sand on a wood work table nearby. To the north, a dimly lit doorway recedes into the shadows. You also see some Wehnimer's militiamen, a low metal counter with a curious sign on it and a dingy stairway.
Obvious exits: out
>
A grumpy lake spirit floats in, following you.
>
[go2]>east
[Wehnimer's, Valeria St.]
Flatbed wagons carrying loads of wood or other goods lumber slowly to the east and west, bouncing over a large pothole in the road. A nondescript building, with a prominent sign in the shape of a key above its black door, is set back slightly from the street. You also see the Engraver's Shop with a small elegant sign on it.
Obvious paths: north, east, west
>
[Wehnimer's, Stormarm St.]
This intersection links the bazaar routes with those bisecting and encircling the Landing. A few ruddyfaced sailors, loudmouthed dockworkers, and off-duty soldiers linger along the wall of a tavern, which is set back from the side of the road up a slight incline. A shaky wooden stairway, the bane of many an overimbiber's existence, leads up to the tavern door.
[go2]>south
[go2]>east
Obvious paths: north, south, west
>
[Wehnimer's, Stormarm St.]
A few warehouses, small shops and businesses, and unmarked buildings with weathered modwir siding predominate along this part of the road. The street is less crowded than those near the docks or the square, and the irregular cobblestones are slick and unyielding underfoot. You also see a warehouse entrance.
Obvious paths: north, east, south
>
[go2]>north
[Wehnimer's, Taarna Rd.]
[go2]>go pawnshop
A small house is set back from the curve in the road, in the midst of a carefully tended garden of strange plants. A twisting path leading to the door is lined with carved wooden pots in which grow many species of pungent herbs. Two modwir saplings entwine over the door, forming a leafy arch.
Obvious paths: north, west
>
[Wehnimer's, Taarna Rd.]
Traffic flows past briskly, headed north towards the palisade along the bay, south to the market and shops of the Landing, and east to the riverfront. A decrepit single-story pawnshop, its paint peeling and window panes broken, stands here alongside the busy lane. You also see a modwir sign.
Obvious paths: north, east, south
>
[Kilron's Pawnshop, Front Room]
This little pawnshop is somewhat cheerier than you would expect, presided over by its well-dressed and well-heeled owner, Kilron. A polished white marble counter is set off by freshly whitewashed walls and a highly varnished wood floor. An antique cabinet on the far wall holds several impressive and equally ancient weapons, some precious trinkets, and several items that you cannot identify, except that they seem to glow in different shades of colored light with different intensities. You also see a slatted wooden case and an oak door.
Obvious exits: out
>
[go2: travel time: 0:00:01]
--- Lich: go2 has exited.
[sloot3]>get #62992265
You remove a badly damaged silver coffer from in your mountaineer's pack.
>
[sloot3]>sell #62992265
You offer to sell your silver coffer to the pawnbroker.
The pawnbroker takes your silver coffer, glances at it briefly, then hands you 95 silver coins.
>
--- Lich: go2 active.
[go2: ETA: 0:00:03 (15 rooms to move through)]
[go2]>out
[go2]>south
[Wehnimer's, Taarna Rd.]
Traffic flows past briskly, headed north towards the palisade along the bay, south to the market and shops of the Landing, and east to the riverfront. A decrepit single-story pawnshop, its paint peeling and window panes broken, stands here alongside the busy lane. You also see a modwir sign.
Obvious paths: north, east, south
>
[go2]>west
[Wehnimer's, Taarna Rd.]
[go2]>north
A small house is set back from the curve in the road, in the midst of a carefully tended garden of strange plants. A twisting path leading to the door is lined with carved wooden pots in which grow many species of pungent herbs. Two modwir saplings entwine over the door, forming a leafy arch.
Obvious paths: north, west
>
[Wehnimer's, Stormarm St.]
A few warehouses, small shops and businesses, and unmarked buildings with weathered modwir siding predominate along this part of the road. The street is less crowded than those near the docks or the square, and the irregular cobblestones are slick and unyielding underfoot. You also see a warehouse entrance.
Obvious paths: north, east, south
>
[go2]>west
[Wehnimer's, Stormarm St.]
This intersection links the bazaar routes with those bisecting and encircling the Landing. A few ruddyfaced sailors, loudmouthed dockworkers, and off-duty soldiers linger along the wall of a tavern, which is set back from the side of the road up a slight incline. A shaky wooden stairway, the bane of many an overimbiber's existence, leads up to the tavern door.
[go2]>west
Obvious paths: north, south, west
>
[go2]>west
[Wehnimer's, Valeria St.]
Flatbed wagons carrying loads of wood or other goods lumber slowly to the east and west, bouncing over a large pothole in the road. A nondescript building, with a prominent sign in the shape of a key above its black door, is set back slightly from the street. You also see the Engraver's Shop with a small elegant sign on it.
Obvious paths: north, east, west
>
[Wehnimer's, Valeria St.]
[go2]>west
The footsteps of passing wayfarers and townspeople echo on the cobbled pavement between the rows of two-story wooden houses that flank the lane. The street seems a bit less congested here, blocks away from the busy square to the west. You also see a black flame-scorched house.
Obvious paths: east, south, west
>
[Wehnimer's, The Mews]
The large, barn-like structure that dominates the north side of the block is the city stable. Through a ground-floor window can be seen the rows of now-empty stalls in the dark interior. The pavement just outside is strewn with straw and debris that merits a careful step along this part of the road. To the west is the main square and its cobblestoned bazaar, where furious trading takes place on a daily basis.
Obvious paths: north, east, west
>
[go2]>west
[go2]>south
[Wehnimer's, Valeria St.]
Traffic to and from the hub of activity in the square to the west clogs the street here. Passers-by guard their valuables closely, glancing into doorways and niches and wary of the press of the crowd. Two-story buildings of wood and stone line the north and south sides of the cobbled road. You also see a large reddish-brown sandstone shop.
Obvious paths: east, west
>
[go2]>south
[Town Square, Northeast]
The entrance to Tykel's Arms, its heavy door bounded by iron-barred windows, dominates this corner of the square. All manner of citizens pass by, moving among the solid, multistoried wooden buildings that surround the bazaar. Just to the southwest can be seen the tree-shaded heart of the square, where citizens and adventurers gather for socializing, healing and rest. You also see a narrow alleyway.
Obvious paths: east, south, southwest, west
>
[Town Square, East]
Here in the center of a broad plaza near the commercial area of the bazaar stands the impressive facade of the slate-roofed Moot Hall, where the citizens of Wehnimer's Landing hold various official, religious and social functions. Facing the square are some of the town's more prosperous and bustling shops. You also see a large wooden barrel.
Obvious paths: north, east, south, west
>
[Town Square, Southeast]
Foot and wagon traffic swarms off in all directions here, some going to the large intersection with South Ring Road, others crisscrossing the square via the bazaar. Men and women carrying neatly tied parcels or sacks and coils of rope slung over their arms emerge from the wooden facade of the old general store.
Obvious paths: north, south, west, northwest
>
[go2]>south
[go2]>south
A grumpy lake spirit floats in, following you.
>
[Wehnimer's, Parsnips St.]
This broad conduit leading between the south wall and the square hums with the activities of those passing through. To one side stands a sedate and dignified shop, the scroll-like sign over its door inscribed in a striking and elegant manner. You also see a pretty flower girl, a massive wheeled tower and the building that houses the offices of the town's leading and only newspaper.
Obvious paths: north, south
>
[go2]>west
[Wehnimer's, South Ring Rd.]
A spacious boulevard intersects the Ring Road at this point. Numerous traders and peddlers cart their wares north to sell at the main bazaar, while townsfolk scatter east and west bearing packages, sacks and purchases. You also see an intricate gate in a cast-iron fence.
Obvious paths: north, east, west
>
[go2]>go shop
[Wehnimer's, South Ring Rd.]
A short distance to the east lies a broad intersection. To the west, the road narrows slightly as it is impinged on by closely-spaced shops, beyond which the western and southern city walls intersect. Prosperous ladies and well-to-do gentlemen mingle in the street with the more common folk of the town. You also see the gemcutter's shop.
Obvious paths: east, west
>
[Gemcutter's, Front Room]
Inside the Gemcutter's shop, you see two glass showcases holding jewelry and precious stones. Directly ahead of you is a low desk with several racks holding tools of the Gemcutter's trade. You also see a narrow door and the gem dealer.
Obvious exits: east, out
>
[go2: travel time: 0:00:02]
--- Lich: go2 has exited.
[sloot3]>get #62982619
You remove a piece of golden amber from in your dark leather longcloak.
>
[sloot3]>sell #62982619
You ask the dealer if he would like to buy a piece of golden amber.
The gem dealer takes the golden amber, gives it a careful examination and hands you 217 silver for it.
>
--- Lich: go2 active.
>
[go2: ETA: 0:00:01 (8 rooms to move through)]
[go2]>out
[go2]>east
[Wehnimer's, South Ring Rd.]
A short distance to the east lies a broad intersection. To the west, the road narrows slightly as it is impinged on by closely-spaced shops, beyond which the western and southern city walls intersect. Prosperous ladies and well-to-do gentlemen mingle in the street with the more common folk of the town. You also see the gemcutter's shop.
Obvious paths: east, west
>
[Wehnimer's, South Ring Rd.]
[go2]>north
[go2]>north
A spacious boulevard intersects the Ring Road at this point. Numerous traders and peddlers cart their wares north to sell at the main bazaar, while townsfolk scatter east and west bearing packages, sacks and purchases. You also see an intricate gate in a cast-iron fence.
Obvious paths: north, east, west
>
[Wehnimer's, Parsnips St.]
This broad conduit leading between the south wall and the square hums with the activities of those passing through. To one side stands a sedate and dignified shop, the scroll-like sign over its door inscribed in a striking and elegant manner. You also see a pretty flower girl, a massive wheeled tower and the building that houses the offices of the town's leading and only newspaper.
Obvious paths: north, south
>
[go2]>west
[go2]>north
[Town Square, Southeast]
Foot and wagon traffic swarms off in all directions here, some going to the large intersection with South Ring Road, others crisscrossing the square via the bazaar. Men and women carrying neatly tied parcels or sacks and coils of rope slung over their arms emerge from the wooden facade of the old general store. You also see a grumpy lake spirit that is flying around.
Obvious paths: north, south, west, northwest
>
[Town Square, Southwest]
This corner of the square seems somewhat subdued. Townsfolk pass through on their way to the shops, the bazaar, or the main well at the center of the square. Others hurry past, anxious to get home or go on about their business. You also see a royal blue canvas tent with a triple chalice over the entrance, a cobblestone walkway leading up to a wrought-iron gate and a wood-sided shop.
Obvious paths: north, northeast, east, south, west
>
[go2]>go bank
[go2]>go arch
[Town Square, West]
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.
Obvious paths: north, east, south, west
>
[First Elanith Bank, Lobby]
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
>
[First Elanith Bank, Teller]
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 the Eyeoh disk, a banking assistant, a low arch and a large sign.
Also here: Eyeoh, Raego
Obvious exits: none
>
[go2: travel time: 0:00:01]
--- Lich: go2 has exited.
[sloot3]>deposit all
You have no accessible notes to deposit here.
You deposit 10721 silvers into your account. The teller carefully records the transaction and says, "Thank you, Soulance. Have a nice day!"
>
--- Lich: go2 active.
[go2: ETA: 0:00:07 (25 rooms to move through)]
[go2]>go arch
[go2]>out
[First Elanith Bank, Lobby]
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]>west
[go2]>west
[Town Square, West]
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.
Obvious paths: north, east, south, west
>
[Wehnimer's, Winter St.]
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.
Obvious paths: east, west
>
[go2]>south
[Wehnimer's, West Ring Rd.]
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.
Obvious paths: north, east, south
>
[Wehnimer's, West Ring Rd.]
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 dark ladder leaning against a large iron-plated tower and a large wooden gate.
Obvious paths: north, south
>
[go2]>go gate
[go2]>south
[Wehnimer's, Exterior]
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
>
[Wehnimer's, Exterior]
To the west, the landscape has grown dark and broken, where a once thick forest has withered into a wasteland of dead trees and brown foliage. Pale wisps of fog slowly snake through the gnarled trees. You also see a weathered canvas tent.
Obvious paths: north, south
>
[go2]>south
[go2]>south
[Wehnimer's, Exterior]
To the southwest, the immense grasslands have begun to fade, replaced by twisted brown weeds and rotting undergrowth. To the northwest, once mighty pine trees have become bent with decomposition, their skeletal branches barren and gnarled. You also see a rolton.
Obvious paths: north, south
>
[go2]>southeast
[go2]>east
[Wehnimer's, Exterior]
A backdrop of rot and death expand to the south, where lush grasslands have been replaced by cracked grey rock, emaciated plant life and thick smog. Scattered about the dead lands are the putrid remains of roltons, flies swarming around their bodies. You also see a rotted wooden signpost.
Obvious paths: north, southeast, southwest
>
[Wehnimer's, Exterior]
The dirt path bends around the southwest corner of the landing. Far to the east, you can see a thin blue line that must be the river. You also see a heap of splintered timbers and torn hide, a grey silk ribbon and a rolton skeleton.
Obvious paths: east, northwest
>
[go2]>east
[Wehnimer's, Exterior]
Through a crack in the wooden palisade to the north, you can see the bustling traffic of Wehnimer. It is a stark contrast to the open path that you walk.
Obvious paths: east, west
>
[go2]>go bridge
[go2]>east
[Wehnimer's, Exterior]
You are standing on the western shore of the Locksmehr river. From here you can see the southern water entrance to the town of Wehnimer's Landing. It is through this entrance that the boats returning from their upstream sojourns to the south have access to the town. A rough trail descends a rocky slope toward a stand of willow trees. You also see a wooden sign and a sturdy bridge.
Obvious paths: west
>
[Wehnimer's, Exterior]
[go2]>northeast
You stand below the top bank of the eastern shore of the Locksmehr River. From here you have a good view of the many merchant barges and fishing boats that move along the river. Some move towards the Landing to exchange their goods for silver, while others are working their way upstream to gather new cargo. You also see a sturdy bridge, a large metal-topped barrier arcing over most of the area and a wooden sign.
Obvious paths: east, south
>
[Wehnimer's, Exterior]
This open field stretches from the southeast corner of Wehnimer's Landing. From here, a faint path can be seen heading to the northeast and to the west as it follows the high walls of the fortified town.
Obvious paths: northeast, west
>
[go2]>north
[Wehnimer's, Exterior]
[go2]>go trail
You are feeling a bit uneasy as you walk around this part of the outer wall. Glancing up, you notice the reason for this apprehension. Several of the town militia are staring down at you from their guard posts high on the walls of the barricade. Though you see no weapons, you are quite sure that each guard has one handy and is well versed in its use.
Obvious paths: north, southwest
>
[go2]>east
[Wehnimer's, Exterior]
Thick brambles grow high upon the walls of this, the east, side of Wehnimer's Landing. Small pieces of cloth (and flesh) still cling to the sharp thorns of these bushes, left behind by those foolish enough to think that they could gain access to the walled town by climbing the prickly vines. You also see an obscure trail.
Obvious paths: north, south
>
[Lower Trollfang, Clearing]
This small grassy clearing is dotted with occasional low bushes and young trees. To the east the trees become larger and more numerous, while to the west a faint trail leads back to the walls of Wehnimer's Landing. You also see a black iron gate.
Obvious paths: east
>
[go2]>east
[Lower Trollfang, Forest]
The sun shines merrily through the canopy of hundreds of vibrant young trees, dappling everything beneath them with pockets of light and shadow.
Obvious paths: east, southeast, west
>
[Lower Trollfang, Forest]
You are surrounded by trees. Trees in front of you, trees behind you. Trees to the right and trees to the left. Never before in your life have you seen so many trees.
[go2]>north
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest
>
You wander north into the forest.
[Lower Trollfang, Forest]
You are surrounded by trees. Trees in front of you, trees behind you. Trees to the right and trees to the left. Never before in your life have you seen so many trees.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest
>
[go2]>northeast
You wander northeast into the forest.
[Lower Trollfang, Forest]
The trees are older and higher here, and their leaves more densely intertwined, lending a somewhat gloomy atmosphere to an otherwise pleasant forest.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest
>
[go2]>north
You wander north into the forest.
[Graveyard]
Through the dense forest, you can barely make out an overgrown trail that leads northeast up a gentle slope. As the slope rises and levels off, the foliage thins out, changing in hue from deep forest shades and refreshing greens to sere browns and dull, wilted yellows.
Obvious paths: south
>
[go2]>go trail
[go2]>go path
[Graveyard]
The trees part to reveal a trodden dirt path. Along its edges grow scraggly clumps of creeping dirge-vaon vines. The scant leaves on the few sickly trees that support the vines seem to tremble in some unfelt and disquieting breeze. A narrow trail leads southwest.
Obvious paths: none
>
[go2]>go gate
[Graveyard]
A massive bronze gate spans the path, blocking the way north. On either side are high stone walls surmounted with jagged rocks. Now green and pitted, the gate is still locked shut by a rusted chain fastened with an ancient padlock. A cast likeness of the goddess Lorminstra, Keeper of the Gates of Oblivion, her Staff of Doom in hand, and a grotesque statue of the Empress Gosaena are the main motifs of the elaborately decorated portal. You also see a dirt path.
Obvious paths: none
>
The bronze gate appears to be closed.
>
[go2]>prepare 309
You raise your hand while murmuring a soft orison, focusing on the Neutralize Curse spell...
Your spell is ready.
>
[go2]>cast gate
You gesture at a massive bronze gate.
Summoning the power of your deity, you channel your prayer to the rusted gate, and command it to open. Dark buglike specks scurry from its surface, and then, with a protesting screech which sets your teeth on edge, the gate opens wide enough for you to pass through.
Cast Roundtime 3 Seconds.
>
[go2]>go gate
[Graveyard]
You pause inside the gates to survey the eerie scene. A magnificently crafted granite crypt to the north inspires wonder and loathing. The carvings on the facade are horrific, detailing the onslaughts of the Unlife throughout the chaotic history of Elanthia. A gravel path wraps around the structure, while thorny brambles growing among the tombstones deter you from leaving the paved route. You also see a goblin.
Obvious paths: northeast, northwest
>
[go2]>go crypt
[Graveyard, Crypt]
The entry foyer to this enormous granite crypt is stark, adorned only with grisly friezes sculpted in low relief into the walls. Bands of bluish-green ahnver are inlaid into the stone in thin strips just below the ceiling throughout the entire structure, bathing the rooms in a subtle light. A shadowy arch curves overhead and leads deeper into the inner sanctum of the sepulcher. You also see a cracked urn and an open black marble ossuary.
Also here: Leyorn, Radighast who is sitting
Obvious exits: out
>
[go2: travel time: 0:00:05]
--- Lich: go2 has exited.
SLoot: silver breakdown
gemshop: 217
total: 217
--- Lich: sloot3 has exited.
Did you try sloot proper? Don't rename it though change big shot properly
I changed it back and cleared other instances of any sloot so there is only sloot4. It still does it. I stop at my resting place of 4142 (GY Crypt), then it starts sloot which runs me to the bank, then runs me back to the Crypt, then runs me back to Town and does the locksmith, selling and depositing. So the problem is really in the getting coins from the bank.
When I say Sloot proper I mean Sloot not sloot4
Ah, thanks. Didn't understand the lingo.
I tried it out and it still runs me around. Maybe it's just me?
If you could give us a bit of clarification, we may be able to help you out.
First things first, please check the following:
1. Is bigshot updated
2. Which Sloot are you using?
- sloot (by Spiffy, you should be using this one)
- sloot3 (knock-off, not updated)
- sloot4 (knock-off, updated and generally good)
3. To clarify, you are using bigshot to call a (sloot sell) command after your hunting has been completed?
4. Please give me a list of your (;go2 alias) - yes, this is a serious question
I'm asking these questions, because I've used all three versions of sloot recently, and know a lot of the ins and outs of them. I also use bigshot and have no issues with using a post-hunting (sloot sell) command Your problem likely has a very reasonable explanation and I'm certain with that information we can figure it out.
Maybe you knew this already, but I pulled this line from the sloot4 script in the "locksmith" routine and it stopped putting boxes unnecessarily on the counter...
Code:res = dothistimeout "put ##{box.id} on ##{table.id}", 5, /^You put|^You should really/