Ye Olde Abandoned Realms Logs

That did not work out how I planned it

posted on 2015-03-10 04:17:38
<678/727hp 732/979mp 341/394mv evasive>[flying]
>
where
Players near you in High Tower of Sorcery:
<PK> Dahn Common Room

<678/727hp 732/979mp 341/394mv evasive>[flying]
>
s
Inside the High Tower of Sorcery
* | You are inside the high tower of sorcery. The sight is truly
| | amazing. From here, it is obvious that somehow, the tower
S-*-F | is much larger on the inside than it is on the outside. Young
| | mages walk about, completely oblivious to your presence. Exits
*-*-@-*-*| lead north to the common room, west to the dining room, east
| | to a plain hallway and back south through the gate.
* |
|
|
---------+

[Exits: north east south west]
A young mage wanders about, oblivious to all.
A young mage wanders about, oblivious to all.

<678/727hp 732/979mp 340/394mv evasive>[flying]
>
w
Dining Room
* | You are in the dining area of the student mages. From the
| | number of tables and chairs here, you can see that this
S-*-F| room could easily seat several hundred people. It is oddly
| | deserted here, obviously not meal time. Exits lead west
*-@-*-*| to the kitchen, and back east.
| |
* |
|
|
---------+

[Exits: east west]
Tables and chairs fill the room.
A young mage wanders about, oblivious to all.

<678/727hp 732/979mp 339/394mv evasive>[flying]
w
>
the kitchen
*| You are in a small kitchen. All the usual kitchen type
|| utensils and equipment is here, including some not so
S-*| usual ones. Among the latter, a huge black oven against
|| one wall, it must be at least 12 feet high. Opposite the
@-*-*| oven is an equally enormous meat locker, large enough
|| to comfortably store several hapless adventurers no doubt.
*| In the middle of the room, hanging in mid-air is a spice
| rack.
|
---------+

[Exits: east]
An enormous meat locker is here.
A huge black oven is here.
A young mage wanders about, oblivious to all.
The cook's assistant is here assisting the cook.
Ezmerelda the cook is here stirring a large pot of something.

<678/727hp 732/979mp 338/394mv evasive>[flying]
>
whe
Players near you in High Tower of Sorcery:
<PK> Dahn the kitchen

<678/727hp 732/979mp 338/394mv evasive>[flying]
>
ivis
You fade out of existence.

<678/727hp 727/979mp 338/394mv evasive>[flying]
>
where

A plume of smoke billows from the nearby nexus.

<678/727hp 727/979mp 338/394mv evasive>[flying]
>
Players near you in High Tower of Sorcery:
<PK> Dahn the kitchen

<678/727hp 727/979mp 338/394mv evasive>[flying]
>
dupe
An illusion of a marine appears in a bright flash of light!
An illusion of a marine looks at you with adoring eyes.
An illusion of a marine now follows you.

<678/727hp 692/979mp 338/394mv evasive>[flying]
>
dupe
An illusion of the Huntsmaster appears in a blurred light!
An illusion of the Huntsmaster looks at you with indifferent eyes.
An illusion of the Huntsmaster now follows you.

<678/727hp 657/979mp 338/394mv evasive>[flying]
>
dupe
e
e
An illusion of a marine appears in a blurred light!
An illusion of a marine looks at you with indifferent eyes.
An illusion of a marine now follows you.

<698/727hp 676/979mp 394/394mv evasive>[flying]
>
whe
Dining Room
* | You are in the dining area of the student mages. From the
| | number of tables and chairs here, you can see that this
S-*-F| room could easily seat several hundred people. It is oddly
| | deserted here, obviously not meal time. Exits lead west
*-@-*-*| to the kitchen, and back east.
| |
* |
|
|
---------+

[Exits: east west]
Tables and chairs fill the room.
A young mage wanders about, oblivious to all.
An illusion of a marine walks in.
An illusion of the Huntsmaster walks in.
An illusion of a marine walks in.

<698/727hp 676/979mp 393/394mv evasive>[flying]
> Inside the High Tower of Sorcery
* | You are inside the high tower of sorcery. The sight is truly
| | amazing. From here, it is obvious that somehow, the tower
S-*-F | is much larger on the inside than it is on the outside. Young
| | mages walk about, completely oblivious to your presence. Exits
*-*-@-*-*| lead north to the common room, west to the dining room, east
| | to a plain hallway and back south through the gate.
* |
|
|
---------+

[Exits: north east south west]
A young mage wanders about, oblivious to all.
A young mage wanders about, oblivious to all.
An illusion of a marine walks in.
An illusion of the Huntsmaster walks in.
An illusion of a marine walks in.

<698/727hp 676/979mp 392/394mv evasive>[flying]
>
Players near you in High Tower of Sorcery:
<PK> Dahn Inside the High Tower of Sorcery

<698/727hp 676/979mp 392/394mv evasive>[flying]
quaff def
> You quaff a Defender potion.
You are surrounded by a white aura.

<698/727hp 676/979mp 392/394mv evasive>[flying]
>
n
w
Common Room
| You are in the common room. There are many apprentice warlocks
| here talking and resting, playing games, comparing notes.
* | Obviously they are taking a break from their rigorous studies.
| | There are benches, tables and a small water fountain here,
S-@-F | otherwise the room is quite unremarkable. Exits lead off
| | in all directions.
*-*-*-*-*|
| |
* |
---------+

[Exits: north east south west]
(Charmed) A zombie of a rugged looking slith stands here serving her master.
An illusion of a marine walks in.
An illusion of the Huntsmaster walks in.
An illusion of a marine walks in.

<698/727hp 676/979mp 391/394mv evasive>[flying]
>
The Magic Shop
| You are in the High Tower's store of magic. Tatorious stands
| behind the counter, selling all sorts of herbs, parchment
* | and other reagents used in magical studies. The only exit
| | leads back east to the common room.
@-*-F|
| |
*-*-*-*|
| |
* |
---------+

[Exits: east portal]
Flares of energy scream from a shimmering portal opened here.
(Charmed) A stone golem stands here to do his master's bidding.
(Charmed) A flesh golem stands here to do his master's bidding.
A young mage wanders about, oblivious to all.
Tatorious the wizard is here counting his earnings.
An illusion of a marine walks in.
An illusion of the Huntsmaster walks in.
An illusion of a marine walks in.

<698/727hp 676/979mp 390/394mv evasive>[flying]
8
> They aren't here.

<698/727hp 676/979mp 390/394mv evasive>[flying]
>

Uvet arrives through a shimmering portal.
A skeletal warrior arrives through a shimmering portal.

<698/727hp 676/979mp 390/394mv evasive>[flying]
>
8
You lost your concentration.
Uvet yells 'Die! Dahn, you sorcerous dog!'
Uvet's slash mauls you.
You parry Uvet's slash.
Uvet has some small wounds and bruises.

<674/727hp 661/979mp 390/394mv aggressive>[flying]
>

You fade into existence.
Your stab injures Uvet.
Uvet's slash mauls you.
An illusion of the Huntsmaster's slash MUTILATES Uvet!
An illusion of a marine's smash maims Uvet!
A skeletal warrior's slash wounds you.
You parry a skeletal warrior's slash.
A flesh golem swings wildly and misses you by a mile.
A flesh golem's slash wounds you.
You parry a stone golem's pierce with an easy flourish.
You parry a stone golem's pierce.
Uvet has some small wounds and bruises.

<618/727hp 661/979mp 390/394mv aggressive>[flying]
>
9
You do the best you can!
Uvet has some small wounds and bruises.

<618/727hp 661/979mp 390/394mv aggressive>[flying]
>
Uvet awkwardly parries your stab with a loud clang.
Uvet's slash mauls you.
You deflect Uvet's slash aside in an ungraceful parry.
An illusion of a marine's smash devastates Uvet!
An illusion of the Huntsmaster's slash MUTILATES Uvet!
An illusion of the Huntsmaster's slash maims Uvet!
An illusion of the Huntsmaster's slash maims Uvet!
A skeletal warrior swings wildly and misses you by a mile.
You parry a skeletal warrior's slash.
You thrust a flesh golem's slash aside in a skillful parry.
A flesh golem swings wildly and misses you by a mile.
A stone golem's pierce devastates you!
You parry a stone golem's pierce with an easy flourish.
Uvet has quite a few wounds.

<564/727hp 661/979mp 390/394mv aggressive>[flying]
>
mdir
Uvet suddenly looks lost.
Uvet has quite a few wounds.

<564/727hp 626/979mp 390/394mv aggressive>[flying]
>

Your stab injures Uvet.
Uvet's slash wounds you.
An illusion of a marine's smash decimates Uvet!
An illusion of the Huntsmaster's slash maims Uvet!
An illusion of a marine's smash maims Uvet!
A skeletal warrior's slash wounds you.
You thrust a skeletal warrior's slash aside in a skillful parry.
A flesh golem's slash mauls you.
You awkwardly parry a flesh golem's slash with a loud clang.
A stone golem's pierce maims you!
A stone golem swings wildly and misses you by a mile.
Uvet has quite a few wounds.

<471/727hp 626/979mp 390/394mv aggressive>[flying]
>
8
You create a bright flash of light.
You fail to blind Uvet.
Uvet has quite a few wounds.

<471/727hp 596/979mp 390/394mv aggressive>[flying]
>

Your stab injures Uvet.
You deflect Uvet's slash aside in an ungraceful parry.
An illusion of the Huntsmaster's slash MUTILATES Uvet!
You thrust a skeletal warrior's slash aside in a skillful parry.
A skeletal warrior's slash wounds you.
A flesh golem's slash wounds you.
A flesh golem swings wildly and misses you by a mile.
A stone golem's pierce devastates you!
A stone golem's pierce maims you!
Uvet has some big nasty wounds and scratches.

<370/727hp 596/979mp 390/394mv aggressive>[flying]
>
0
The white aura around Uvet's body vanishes.
Success!
Uvet has some big nasty wounds and scratches.

<370/727hp 581/979mp 390/394mv aggressive>[flying]
>

Your stab maims Uvet!
Uvet's slash decimates you!
A skeletal warrior's slash wounds you.
A skeletal warrior swings wildly and misses you by a mile.
A flesh golem's slash wounds you.
You parry a flesh golem's slash.
You deflect a stone golem's pierce aside in an ungraceful parry.
A stone golem's pierce devastates you!
Uvet has some big nasty wounds and scratches.

<281/727hp 581/979mp 390/394mv aggressive>[flying]
>

Uvet utters the words, 'eugszr waouq'.
You feel a brief tingling sensation.
Uvet has some big nasty wounds and scratches.

<281/727hp 581/979mp 390/394mv aggressive>[flying]
>

Your stab devastates Uvet!
Uvet's slash mauls you.
Uvet's slash mauls you.
An illusion of a marine's smash MASSACRES Uvet!
You parry a skeletal warrior's slash.
A skeletal warrior's slash wounds you.
You awkwardly parry a flesh golem's slash with a loud clang.
A flesh golem's slash wounds you.
A stone golem's pierce maims you!
A stone golem's pierce maims you!
Uvet has some big nasty wounds and scratches.

<128/727hp 581/979mp 390/394mv aggressive>[flying]
flee
> You flee from combat!
Common Room
| You are in the common room. There are many apprentice warlocks
| here talking and resting, playing games, comparing notes.
* | Obviously they are taking a break from their rigorous studies.
| | There are benches, tables and a small water fountain here,
S-@-F | otherwise the room is quite unremarkable. Exits lead off
| | in all directions.
*-*-*-*-*|
| |
* |
---------+

[Exits: north east south west]
(Charmed) A zombie of a rugged looking slith stands here serving her master.
An illusion of the Huntsmaster walks in.
An illusion of a marine walks in.

<128/727hp 581/979mp 389/394mv aggressive>[flying]
>
s
Inside the High Tower of Sorcery
* | You are inside the high tower of sorcery. The sight is truly
| | amazing. From here, it is obvious that somehow, the tower
S-*-F | is much larger on the inside than it is on the outside. Young
| | mages walk about, completely oblivious to your presence. Exits
*-*-@-*-*| lead north to the common room, west to the dining room, east
| | to a plain hallway and back south through the gate.
* |
|
|
---------+

[Exits: north east south west]
A young mage wanders about, oblivious to all.
A young mage wanders about, oblivious to all.
An illusion of a marine walks in.
An illusion of the Huntsmaster walks in.

<128/727hp 581/979mp 388/394mv aggressive>[flying]
>
e
The Hallway
* | You are in a long hallway, it seems rather unremarkable. The
| | hallway continues east and back west.
S-*-F |
| |
*-*-@-*-*|
| |
* |
|
|
---------+

[Exits: east west]
An illusion of the Huntsmaster walks in.
An illusion of a marine walks in.

<128/727hp 581/979mp 387/394mv aggressive>[flying]
e
>
The hallway
* | You are in a long hallway leading east and west. The walls emit
| | a faint magical glow which provides enough light to see by.
*-F |
| |
*-*-@-* |
| |
* |
|
|
---------+

[Exits: (north) east (south) west]
A young mage wanders about, oblivious to all.
An illusion of a marine walks in.
An illusion of the Huntsmaster walks in.

<158/727hp 651/979mp 393/394mv aggressive>[flying]
e
>
A bend in the hallway
| You are at a bend in the hallway. The walls emit a faint magical
| glow which provides enough light to see by.
|
|
*-*-@ |
|
|
|
|
---------+

[Exits: (north) (east) (south) west]
A pair of disembodied hands floats in the air here.
An illusion of the Huntsmaster walks in.
An illusion of a marine walks in.

<158/727hp 651/979mp 392/394mv aggressive>[flying]
n
>
The wooden door is closed.

<158/727hp 651/979mp 392/394mv aggressive>[flying]
n
> The wooden door is closed.

<158/727hp 651/979mp 392/394mv aggressive>[flying]
>
w
w
The hallway
* | You are in a long hallway leading east and west. The walls emit
| | a faint magical glow which provides enough light to see by.
*-F |
| |
*-*-@-* |
| |
* |
|
|
---------+

[Exits: (north) east (south) west]
A young mage wanders about, oblivious to all.
An illusion of a marine walks in.
An illusion of the Huntsmaster walks in.

<158/727hp 651/979mp 391/394mv aggressive>[flying]
>
w
The Hallway
* | You are in a long hallway, it seems rather unremarkable. The
| | hallway continues east and back west.
S-*-F |
| |
*-*-@-*-*|
| |
* |
|
|
---------+

[Exits: east west]
An illusion of the Huntsmaster walks in.
An illusion of a marine walks in.

<158/727hp 651/979mp 390/394mv aggressive>[flying]
>
w
Inside the High Tower of Sorcery
* | You are inside the high tower of sorcery. The sight is truly
| | amazing. From here, it is obvious that somehow, the tower
S-*-F | is much larger on the inside than it is on the outside. Young
| | mages walk about, completely oblivious to your presence. Exits
*-*-@-*-*| lead north to the common room, west to the dining room, east
| | to a plain hallway and back south through the gate.
* |
|
|
---------+

[Exits: north east south west]
A young mage wanders about, oblivious to all.
A young mage wanders about, oblivious to all.
An illusion of a marine walks in.
An illusion of the Huntsmaster walks in.

<158/727hp 651/979mp 389/394mv aggressive>[flying]
>
Dining Room
* | You are in the dining area of the student mages. From the
| | number of tables and chairs here, you can see that this
S-*-F| room could easily seat several hundred people. It is oddly
| | deserted here, obviously not meal time. Exits lead west
*-@-*-*| to the kitchen, and back east.
| |
* |
|
|
---------+

[Exits: east west]
Tables and chairs fill the room.
A young mage wanders about, oblivious to all.
An illusion of the Huntsmaster walks in.
An illusion of a marine walks in.

<158/727hp 651/979mp 388/394mv aggressive>[flying]
aff
>
You are affected by the following:
Spell: stone skin : modifies armor class by 40 for 26 hours
Spell: detect magic : lasts for 26 hours
Spell: detect invis : lasts for 26 hours
Spell: giant strength : modifies strength by 4 for 7 hours
Spell: slow : modifies dexterity by -4 for 6 hours
Spell: cabal sanctuary: lasts for 5 hours
Power: hogs of war : lasts for 4 hours
Spell: duplicate : can be cast again in 1 hours
Spell: weapon ward : lasts for 1 hours
Spell: duplicate : can be cast again in 0 hours
: can be cast again in 0 hours
Spell: blur : lasts for 0 hours
Spell: fly : lasts for 0 hours
Set : Chromatic Metals: modifies save vs spell by 30 permanently
: modifies strength by 1 permanently
: modifies intelligence by 1 permanently
: modifies wisdom by 1 permanently
: modifies dexterity by 1 permanently
: modifies constitution by 1 permanently

<158/727hp 651/979mp 388/394mv aggressive>[flying]
>
w
the kitchen
*| You are in a small kitchen. All the usual kitchen type
|| utensils and equipment is here, including some not so
S-*| usual ones. Among the latter, a huge black oven against
|| one wall, it must be at least 12 feet high. Opposite the
@-*-*| oven is an equally enormous meat locker, large enough
|| to comfortably store several hapless adventurers no doubt.
*| In the middle of the room, hanging in mid-air is a spice
| rack.
|
---------+

[Exits: east]
An enormous meat locker is here.
A huge black oven is here.
A young mage wanders about, oblivious to all.
The cook's assistant is here assisting the cook.
Ezmerelda the cook is here stirring a large pot of something.
An illusion of a marine walks in.
An illusion of the Huntsmaster walks in.

<158/727hp 651/979mp 387/394mv aggressive>[flying]
>
l in sack
A Big Ol'Pack Sack holds:
(Glowing) (Humming) a deflective silver-grey collar of defiance
(Magical) a pale blue stone
(Magical) (Glowing) (Humming) an illusionist's breakstone ring
(Glowing) (Humming) a dragonblood silver-grey signet of evisceration
( 3) a manual of healing arts
( 4) (Magical) a small figurine
( 4) (Glowing) a star-tipped wand
( 2) (Magical) the horn of life
a wooden stick
( 2) (Humming) an energy scroll
(Glowing) a dragonblood yin-yang votive of evisceration
(Glowing) a disease-scarred yin-yang votive of inoculation
(Glowing) (Humming) an onyx-black silver-grey collar of alacrity
(Glowing) (Humming) a ruby-red silver-grey collar of potency
(Glowing) (Humming) an earthen silver-grey collar of the hills
( 5) a purple potion
(Humming) a tiny hooked gold clasp
( 2) a teeth necklace
( 2) (Magical) a wyvern's eye
(Magical) (Glowing) a prism wand
a sleeping bag
(Glowing) an icicle
a pure white herb

<158/727hp 651/979mp 387/394mv aggressive>[flying]
>
get en sack
You get an energy scroll from a Big Ol'Pack Sack.

<158/727hp 651/979mp 387/394mv aggressive>[flying]
>

Uvet walks in.
A flesh golem walks in.
A stone golem walks in.
A skeletal warrior walks in.
A zombie of a rugged looking slith lumbers in.

<158/727hp 651/979mp 387/394mv aggressive>[flying]
recite en
> You recite an energy scroll.
You feel a lot better!
You feel fully refreshed!

<194/727hp 651/979mp 394/394mv aggressive>[flying]
> You yell 'Help! I am being attacked by Uvet!'
You parry Uvet's slash.
Uvet parries your stab with an easy flourish.
Uvet's slash mauls you.
Uvet's slash mauls you.
An illusion of a marine's smash devastates Uvet!
You parry a skeletal warrior's slash.
You parry a skeletal warrior's slash.
You parry a zombie of a rugged looking slith's punch.
A zombie of a rugged looking slith's punch wounds you.
You parry a flesh golem's slash.
You deflect a flesh golem's slash aside in an ungraceful parry.
A stone golem's pierce decimates you!
A stone golem's pierce devastates you!
Uvet has some big nasty wounds and scratches.

<77/727hp 651/979mp 394/394mv aggressive>[flying]
>
flee
word
You flee from combat!
Dining Room
* | You are in the dining area of the student mages. From the
| | number of tables and chairs here, you can see that this
S-*-F| room could easily seat several hundred people. It is oddly
| | deserted here, obviously not meal time. Exits lead west
*-@-*-*| to the kitchen, and back east.
| |
* |
|
|
---------+

[Exits: east west]
Tables and chairs fill the room.
A young mage wanders about, oblivious to all.
An illusion of the Huntsmaster walks in.
An illusion of a marine walks in.

<77/727hp 651/979mp 393/394mv aggressive>[flying]
>
The Temple of Balance
*-+-* +| You have entered the Temple of Balance, the worship place
| || for people of neither the Light nor the Dark. Rows upon
+-S-+-+-+| rows of benches sit before you, capable of holding a
| || good couple of hundred people, all facing towards the
*-+-@-T +| eastern end of the room where on a raised dais the altar
| | sits, along with the High Priest's lectern. Stained glass
S-+-S | windows depict colorful scenes of Gods and mortals, and
| | there are many torches lining the walls to illuminate
+-+-+-+-+| the large room. These stay lighted even during the day,
---------+ for the stained glass windows let in little light. The
ceiling arches high above your head, supported by solid wooden beams. Tapestries
hang over the empty parts of the wall, some with scenes from the past but most
just decorative. You can return to the southern road to your west, or go towards
the altar to your east.

[Exits: east west]

<77/727hp 646/979mp 196/394mv aggressive>[flying]
>

You regain your balance.

<77/727hp 646/979mp 196/394mv aggressive>[flying]
>
solitude
You decide to venture on by yourself!
An illusion of the Huntsmaster stops following you.
An illusion of a marine stops following you.

<77/727hp 646/979mp 196/394mv aggressive>[flying]
>
sfor
You lost your concentration.

<77/727hp 596/979mp 196/394mv aggressive>[flying]
>
sfor
Your body loses its substance as you take on an ethereal form.

<77/727hp 496/979mp 196/394mv aggressive>[flying]
>
w
Meadow Lane
B *-+-* | You are now walking along Meadow Lane, leading from the
| | | city centre to the south gate. Torches flare brightly,
+-+-S-+-+| pushing the darkness away, and many people walk past
| | about their business. The busy city centre is just to
*-*-@-*-T| your north, while to the east stands a large ornate building,
| | | very obviously a temple of some sort. A basic, plain
* S-+-S | looking building stands to the west, a low chanting
| | sound emanating from it. The road continues to the south.
+-+-+-+|
---------+

[Exits: north east south west]

<77/727hp 496/979mp 195/394mv aggressive>[flying]
>
c haste self
You feel yourself speed up.

<77/727hp 466/979mp 195/394mv aggressive>[flying]
>
whe
n
Players near you in Timaran:
None

<77/727hp 466/979mp 195/394mv aggressive>[flying]
> City Centre of Timaran
* +-* | You have entered the busy centre of Timaran. Although night
| | | darkens the sky, many torches cast a flickering light
B *-+-* | around the square. Strange shadows dance along the ground
| | | and against walls. Even at this late hour the square is
+-+-@-+-+| a bustle of activity with travellers arriving from the
| | various gates and local people generally chatting and enjoying
*-*-+-*-T| themselves after a hard days work. A large marble fountain
| | | dominates the centre of the square, beautifully carved
* S-+-S | and spraying arching streams of water into the night sky.
---------+ The benches around it hold people discussing the day, or
travellers resting their weary feet for a moment. The torches burn brightly
in various holders dotted around the square, providing ample light to see
by. To the south you see what looks like a temple. Exits lead in all directions
to other parts of the city.

[Exits: north east south west]
A number of wooden benches are arranged around the fountain.
A beautiful marble fountain stands in the centre of the square.
The Herald Bulletin Board gleams majestically in the middle of the square.
Selena the Mayor of Timaran is here, smiling happily to all.
The Town Crier stands here, yelling the daily news.
The Town Crier says 'I think I need a case worker.'

<77/727hp 466/979mp 194/394mv aggressive>[flying]
>
n
Travellers Way
*-+-* | This straight road runs from the north gate to the centre
| | of the city. It used to be called the Dragon Road, but
* +-* | in honor of the highly successful Travellers Rest on
| | | this street it was renamed. Torches light the way in the
B *-@-* | darkness, casting pale, flickering shadows across the
| | | pavement. Citizens and travellers bustle past going about
+-+-S-+-+| their business, on occasion running into each other as
| | they are absorbed in their thinking. To your west a plain
*-*-+-*- | grey building with bars on the windows is visible. Over
---------+ the door hangs a sign bearing the scales of Justice.
To the east is a smallish stone building with a sign depicting a crossed sword
and dagger over the door. A few weapons can also been seen through the windows.
The road heads north towards the northern gate, and just to the south is the
busy city centre.

[Exits: north east south west]
A feral cat wanders around, looking for prey or scraps.

<77/727hp 466/979mp 193/394mv aggressive>[flying]
n
>
n

The night is about to end.
You feel able to duplicate another creature.
Your definition returns to your physical self.
You slowly float to the ground.

<90/727hp 446/979mp 248/394mv aggressive>[standing]
> Travellers Way
+-* | You are walking along Travellers Way, the street that
| | leads between the city centre and the northern gate.
*-+-* | Torches hang on walls ready to be lit when the night
| | comes so people may continue about their business. Various
* @-* | citizens and travellers walk past you on their way to
| | | the city centre, or sometimes entering some of the stores
B *-+-* | that can be found on this street. A solid looking stone
| | | wall is the only thing visible to the west, while east
+-+-S-+-+| you see a building. Looking into the front windows you
---------+ see numerous types of blunt weapons. A flag flies above
the door with the insignia of a mace on a field of red. A short distance to
the south, a busy square is visible, while northwards lies the northern gate.


[Exits: north east south]

<90/727hp 446/979mp 246/394mv aggressive>[standing]
>
Travellers Way
+ | You are walking along Travellers Way, the street that leads
| | between the city centre and the northern gate. Torches
+-* | hang on walls ready to be lit when the night comes so people
| | may continue about their business. Various citizens and
*-@-* | travellers walk past you on their way to the city centre,
| | or sometimes entering some of the stores that can be found
* +-* | on this street. To the west, three shining towers of pure
| | | ivory reach towards the sky, connected by gleaming skybridges.
*-+-* | The entire area to your west gives off a hum of magic.
---------+ Something very powerful has been imbued into the structure
itself.

[Exits: north east south west]

<90/727hp 446/979mp 244/394mv aggressive>[standing]
n
>
Travellers Way, near the North Gate
f-x | Here the buildings seem to thin out slightly as you near
| | the city walls and the north gate. There are fewer torches
+ | apparent as the need for light is less, being as no important
| | buildings stand near here. The majority of people walking
@-* | past are travellers, some just entering the city in dusty
| | clothes, and others leaving out on their journeys. The
*-+-* | gate guards are clearly visible standing by the gate,
| | and the battlements stretch into the sky above you. An
+-* | empty looking, seemingly abandoned mansion stands on its
---------+ own to your east. The road continues to the south.

[Exits: north east south]

<90/727hp 446/979mp 242/394mv aggressive>[standing]
>
n
North Gate of Timaran
| You have reached the north gate of the city of Timaran.
| Solid stone walls a good 6 feet thick surround the city
f-x | and stretch high into the sky. A large number of torches
| | make sure the area is well lit so the gate guards may see
@ | everyone who passes by them. More guards pace the battlements
| | keeping an eye out for possible invaders and threats to
+-* | the city. The gate guards watch each passer-by careful,
| | checking for known criminals along with other undesirables.
*-+-* | Even at this late hour people stream into and out of the
---------+ city, mostly travellers in dusty clothes seeking a place
out from under the night sky. A large street leads into the city southwards,
and to the north you may return to the land outside.

[Exits: north south up]
A giant gate guard stands here, checking people who walk by.
A giant gate guard stands here, checking people who walk by.

<90/727hp 446/979mp 240/394mv aggressive>[standing]
n
>
A rock outcropping
| From this rock outcropping the valley below seems peaceful,
| untouched. Dense forests of pine carpet the mountainsides,
| broken only by thick aspen woods. The mountains, deep blue
| in the distance, circle the valley floor and form a soft
f-@ | highland bowl. A well-traveled path leads down into a small
| | grove below.
+ |
| |
+-* |
---------+

[Exits: south west down]
(White Aura) Dinswel the Ranger stands here.
Dinswel says 'I must find the crystal staff in order to prove my worthiness to marry Laudwin.'

<90/727hp 446/979mp 236/394mv aggressive>[standing]
>
s
s
North Gate of Timaran
| You have reached the north gate of the city of Timaran.
| Solid stone walls a good 6 feet thick surround the city
f-x | and stretch high into the sky. A large number of torches
| | make sure the area is well lit so the gate guards may see
@ | everyone who passes by them. More guards pace the battlements
| | keeping an eye out for possible invaders and threats to
+-* | the city. The gate guards watch each passer-by careful,
| | checking for known criminals along with other undesirables.
*-+-* | Even at this late hour people stream into and out of the
---------+ city, mostly travellers in dusty clothes seeking a place
out from under the night sky. A large street leads into the city southwards,
and to the north you may return to the land outside.

[Exits: north south up]
A giant gate guard stands here, checking people who walk by.
A giant gate guard stands here, checking people who walk by.

<90/727hp 446/979mp 232/394mv aggressive>[standing]
s
>
s
Travellers Way, near the North Gate
f-x | Here the buildings seem to thin out slightly as you near
| | the city walls and the north gate. There are fewer torches
+ | apparent as the need for light is less, being as no important
| | buildings stand near here. The majority of people walking
@-* | past are travellers, some just entering the city in dusty
| | clothes, and others leaving out on their journeys. The
*-+-* | gate guards are clearly visible standing by the gate,
| | and the battlements stretch into the sky above you. An
+-* | empty looking, seemingly abandoned mansion stands on its
---------+ own to your east. The road continues to the south.

[Exits: north east south]

<90/727hp 446/979mp 230/394mv aggressive>[standing]
s
s
>
s
Travellers Way
+ | You are walking along Travellers Way, the street that leads
| | between the city centre and the northern gate. Torches
+-* | hang on walls ready to be lit when the night comes so people
| | may continue about their business. Various citizens and
*-@-* | travellers walk past you on their way to the city centre,
| | or sometimes entering some of the stores that can be found
* +-* | on this street. To the west, three shining towers of pure
| | | ivory reach towards the sky, connected by gleaming skybridges.
*-+-* | The entire area to your west gives off a hum of magic.
---------+ Something very powerful has been imbued into the structure
itself.

[Exits: north east south west]

<90/727hp 446/979mp 228/394mv aggressive>[standing]
s
>
Travellers Way
+-* | You are walking along Travellers Way, the street that
| | leads between the city centre and the northern gate.
*-+-* | Torches hang on walls ready to be lit when the night
| | comes so people may continue about their business. Various
* @-* | citizens and travellers walk past you on their way to
| | | the city centre, or sometimes entering some of the stores
B *-+-* | that can be found on this street. A solid looking stone
| | | wall is the only thing visible to the west, while east
+-+-S-+-+| you see a building. Looking into the front windows you
---------+ see numerous types of blunt weapons. A flag flies above
the door with the insignia of a mace on a field of red. A short distance to
the south, a busy square is visible, while northwards lies the northern gate.


[Exits: north east south]

<90/727hp 446/979mp 226/394mv aggressive>[standing]
>
Travellers Way
*-+-* | This straight road runs from the north gate to the centre
| | of the city. It used to be called the Dragon Road, but
* +-* | in honor of the highly successful Travellers Rest on
| | | this street it was renamed. Torches light the way in the
B *-@-* | darkness, casting pale, flickering shadows across the
| | | pavement. Citizens and travellers bustle past going about
+-+-S-+-+| their business, on occasion running into each other as
| | they are absorbed in their thinking. To your west a plain
*-*-+-*- | grey building with bars on the windows is visible. Over
---------+ the door hangs a sign bearing the scales of Justice.
To the east is a smallish stone building with a sign depicting a crossed sword
and dagger over the door. A few weapons can also been seen through the windows.
The road heads north towards the northern gate, and just to the south is the
busy city centre.

[Exits: north east south west]
A feral cat wanders around, looking for prey or scraps.

<90/727hp 446/979mp 224/394mv aggressive>[standing]
>
City Centre of Timaran
* +-* | You have entered the busy centre of Timaran. Although night
| | | darkens the sky, many torches cast a flickering light
B *-+-* | around the square. Strange shadows dance along the ground
| | | and against walls. Even at this late hour the square is
+-+-@-+-+| a bustle of activity with travellers arriving from the
| | various gates and local people generally chatting and enjoying
*-*-+-*-T| themselves after a hard days work. A large marble fountain
| | | dominates the centre of the square, beautifully carved
* S-+-S | and spraying arching streams of water into the night sky.
---------+ The benches around it hold people discussing the day, or
travellers resting their weary feet for a moment. The torches burn brightly
in various holders dotted around the square, providing ample light to see
by. To the south you see what looks like a temple. Exits lead in all directions
to other parts of the city.

[Exits: north east south west]
A number of wooden benches are arranged around the fountain.
A beautiful marble fountain stands in the centre of the square.
The Herald Bulletin Board gleams majestically in the middle of the square.
A member of the Timaran city night watch keeps an eye out.
Selena the Mayor of Timaran is here, smiling happily to all.
The Town Crier stands here, yelling the daily news.
The Town Crier says 'I think I need a case worker.'

<90/727hp 446/979mp 222/394mv aggressive>[standing]
s
>
Meadow Lane
B *-+-* | You are now walking along Meadow Lane, leading from the
| | | city centre to the south gate. Torches flare brightly,
+-+-S-+-+| pushing the darkness away, and many people walk past
| | about their business. The busy city centre is just to
*-*-@-*-T| your north, while to the east stands a large ornate building,
| | | very obviously a temple of some sort. A basic, plain
* S-+-S | looking building stands to the west, a low chanting
| | sound emanating from it. The road continues to the south.
+-+-+-+|
---------+

[Exits: north east south west]

<90/727hp 446/979mp 220/394mv aggressive>[standing]
s
>
s
Meadow Lane
+-+-S-+-+| This is another part of Meadow Lane. Further north is
| | the busy city centre, which people are walking to and
*-*-+-*-T| from past you, and a large ornate building that must
| | | be a temple. There is a shop to your west with many an
* S-@-S | animal cry emanating from it. You don't need the sign
| | bearing animals hanging above the door to know this is
+-+-+-+| a pet shop. A number of torches stand blazing at the
| || side of the road, lighting the way in the darkness. The
*-+ +| road continues southward.
---------+

[Exits: north east south west]

<90/727hp 446/979mp 218/394mv aggressive>[standing]
>
s
Meadow Lane
*-*-+-*-T| A large flight of steps can be seen to your west, leading
| | | up to a large building that has the look of a town hall.
* S-+-S | In an effort to bring some beauty to the city, a wonderfully
| | landscaped garden lies to the east, with multitudes of
+-@-+-+| flowers and trees, plants and small animals. You suspect
| || the Rangers have had a hand in it, since like other gardens
F *-+ +| around the city this one appears to have any and everything
| | || that will grow in this area in it. Torches give off
+-+-+ *| plenty of light for people to see while darkness covers
---------+ the city. The road continues south and north, but you
also spot a small alley to the east.

[Exits: north east south west]
A member of the Timaran city night watch keeps an eye out.

<90/727hp 446/979mp 216/394mv aggressive>[standing]
s
>
Meadow Lane
S-+-S | Walking along the street you notice the outlines of two
| | large buildings that have the look of temples, one to
+-+-+-+| the north and one roughly north-west. A busy shopping
| || district is apparent a short distance to the south-west.
F *-@ +| To the east is a small, empty building that appears not
| | || to have been in use for quite a while. To the west lies
+-+-+ *| a small shop with a freshly painted sign of a shield
| | | in front of it, with magical sparks emanating from within.
F *-S-+-*| A number of torches cast a flickering light in the night
---------+ sky, sending pale shadows dancing along the street. The
road continues north and south.

[Exits: north south west]

Comments

  1. If I would have came in with Dispel rather than all that other stuff, and got three good duplicates that may have ended differently.

    Any suggestions?
      [reply to Dahn]
    1. You did better solo then I've seen a lot of groups do against her. Just take your time, gear out with the gambled gear for Keepers, and keep at it.
        [reply to Andrael]
      1. In future please edit out your cabal powers from your Affects list when posting logs.
          [reply to Ceridwel]
        1. Damn. That was a perfect opportunity. Definitely should have dispelled first to take advantage of the portal lag.
            [reply to Ergorion]
          1. With two indifferent dupes, you did fine. Next time prepare your dupes better and you will do fine.
              [reply to Nadrin]
            1. No haste, no enlarge?
              1. I felt as if there was not enough time for that and rushed in. A lesson learned.
              [reply to Graanix]

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