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- [00:13] --- Lich: combat-trainer has exited.
- [00:13] [hunting-buddy]>retreat
- [00:13] You are already as far away as you can get!
- [00:13] >
- [00:13] [hunting-buddy: ***STATUS*** EXECUTE go2 6163]
- [00:13] --- Lich: go2 active.
- [00:13] [go2: ETA: 0:00:34 (172 rooms to move through)]
- [00:13] [go2]>southwest
- [00:13] You go southwest.
- [00:13] [Wicked Burrow Mine, The Depths Beyond]
- [00:13] Etched into thick stone walls, various amateurish depictions of trolls hunting their prey decorate the makeshift room. Broken bones scatter the ground in such a way that it is nearly impossible to pass through without stepping upon them. You also see a cave troll, a cave troll, a cave troll and a cave troll.
- [00:13] Also here: Naikon.
- [00:13] Obvious exits: northeast, south.
- [00:13] Room Number: 19194
- [00:13] >
- [00:13] [go2]>south
- [00:13] >
- [00:13] The cave troll moves into a position to dodge.
- [00:13] >
- [00:13] The cave troll moves into a position to dodge.
- [00:13] >
- [00:13] You go south.
- [00:13] [Wicked Burrow Mine, The Depths Beyond]
- [00:13] Layers of chipped rocks and pebbles that have fallen from the ledge above line the floor in a scattered mess. A makeshift sign leans precariously against the wall. You also see a rope ladder.
- [00:13] Also here: Holeyiates.
- [00:13] Obvious exits: north.
- [00:13] Room Number: 19193
- [00:13] >
- [00:13] [go2]>climb ladder
- [00:13] [Wicked Burrow Mine, A Ledge]
- [00:13] Dangling from the pathway above, a frayed rope offers passage further up the wall, while a makeshift rope ladder leads further down into the cave.
- [00:13] Obvious exits: none.
- [00:13] Room Number: 19086
- [00:13] >
- [00:13] [go2]>climb rope
- [00:13] [Wicked Burrow Mine, The Narrow Depths]
- [00:13] Dropping down a steep distance, the pathway comes to a sudden halt. Pebbles breaking off from the cavern walls ping against the rocks before landing on the ground below. A fraying rope dangles over the edge, offering a way down into the bowels of the cavern.
- [00:13] Obvious exits: south.
- [00:13] Room Number: 19090
- [00:13] >
- [00:13] [go2]>south
- [00:13] You go south.
- [00:13] [Wicked Burrow Mine, The Narrow Depths]
- [00:13] Cramped between two walls, the pathway barely offers enough room to squeeze through. The echoing of babbling voices filters through the hall, though what is being said cannot be discerned.
- [00:13] Obvious exits: north, southwest.
- [00:13] Room Number: 19085
- [00:13] >
- [00:13] [go2]>southwest
- [00:13] You go southwest.
- [00:13] [Wicked Burrow Mine, The Narrow Depths]
- [00:13] Twisting in various directions, the tunnels each lead to individual sections of the cavern. Several skeletal remains scattered upon the ground rest near the pile of rocks.
- [00:13] Obvious exits: northeast.
- [00:13] Room Number: 19087
- [00:13] >
- [00:13] [go2]>go rock
- [00:13] You get down on the ground and crawl through the rocks.
- [00:13] [Wicked Burrow Mine, Tunnel]
- [00:13] Sounds from rushing water fill the area, echoing off the walls in a chaotic chorus. Every step becomes a potential hazard here from the excessive rubble strewn about the path. You also see a breccia stone, a breccia stone and a pile of rocks.
- [00:13] Also here: Myeople.
- [00:13] Obvious exits: east, west.
- [00:13] Room Number: 19088
- [00:13] >
- [00:13] [go2]>stand
- [00:13] You feel fully rested.
- [00:13] >
- [00:13] [go2]>west
- [00:13] You stand back up.
- [00:13] >
- [00:13] You go west.
- [00:13] [Wicked Burrow Mine, Tunnel]
- [00:13] Generous flows of water pass through this section of the mine, making the floor slick and the air damp. Sounds of cracking rock and groaning laborers echo out from deeper within the mine.
- [00:13] Also here: Healer Dyago.
- [00:13] Obvious exits: northeast, east, west.
- [00:13] Room Number: 19123
- [00:13] >
- [00:13] [go2]>west
- [00:13] You go west.
- [00:13] [Wicked Burrow Mine, Slope]
- [00:13] Rivulets of water stream down the smooth cave walls and collect in small surface puddles. Haphazardly placed torches illuminate the way deeper into a freshly hewn section of tunnel.
- [00:13] Also here: Stonemoe.
- [00:13] Obvious exits: east, up.
- [00:13] Room Number: 19122
- [00:13] >
- [00:13] [go2]>up
- [00:13] You go up.
- [00:13] [Wicked Burrow Mine, Slope]
- [00:13] A thin layer of moss coats the damp walls in this section of natural tunnel. Abruptly, the tunnel slopes downward and into the poorly-lit depths below.
- [00:13] Obvious exits: northwest, down.
- [00:13] Room Number: 19084
- [00:13] >
- [00:13] [go2]>northwest
- [00:13] You go northwest.
- [00:13] [Wicked Burrow Mine, Steep Slope]
- [00:13] Jagged stalactites reach towards the floor and small pools of water collect along the ground of this natural cavern. The clank of metal hammering rock echoes from farther into the mine. You also see an unfinished small soapstone block.
- [00:13] Obvious exits: north, southeast, west.
- [00:13] Room Number: 19082
- [00:13] >
- [00:13] [go2]>west
- [00:13] You run west.
- [00:13] [Wicked Burrow Mine, Tunnel]
- [00:13] Scattered debris litters the sloped rock floor. Few torches remain lit here, and they appear to be extinguished entirely in the northern branch. A marked difference in the coloration of the stone separates the mine entrance from the depths below.
- [00:13] Obvious exits: east, southwest.
- [00:13] Room Number: 19081
- [00:13] >
- [00:13] [go2]>southwest
- [00:13] You run southwest.
- [00:13] [Wicked Burrow Mine, Tunnel]
- [00:13] The ceiling and walls gradually narrow towards the northeast. Bits and pieces of broken rock litter the floor, remnants of recent mining activity.
- [00:13] Obvious exits: northeast, west.
- [00:13] Room Number: 19080
- [00:13] >
- [00:13] Blood pumping loudly, you whip about in a tumultuous fury.
- [00:13] >
- [00:13] [go2]>west
- [00:13] You run west.
- [00:13] [Wicked Burrow Mine, Entrance]
- [00:13] A steady breeze whips past, billowing out from the depths of the mine. Rows of torches line the walls and cast dancing shadows down the long tunnel ahead. You also see an opening leading outside.
- [00:13] Obvious exits: east.
- [00:13] Room Number: 19079
- [00:13] >
- [00:13] [go2]>go open
- [00:13] [Dirge, Hangman's Road]
- [00:13] A narrow lane of crushed rock and cinders kept raked by unknown hands passes among heaped ruins of stone. Here and there, fragments of bone mingled among the rubble gleam whitely. The air is still and there is a bitter tang to it that leaves you unsatisfied with the act of breathing. It feels as if all vitality has been sucked out of the world, leaving only shades of grey and emptiness. You also see an entrance to the Wicked Burrow Mine.
- [00:13] Obvious paths: east, northwest.
- [00:13] Room Number: 1284
- [00:13] >
- [00:13] [go2]>east
- [00:13] You run east.
- [00:13] [Dirge, Hangman's Road]
- [00:13] A narrow path of relatively smooth cinders and crushed stone ambles aimlessly among dead grey ash-heaps and piles of stone that once were houses. To the west and a bit north, a small hill rises, bleached white by the sun and the foul air until it resembles an exposed skull left unburied among the ruins. You also see a partially opened gate amid the stony rubble.
- [00:13] Obvious paths: east, west.
- [00:13] Room Number: 1283
- [00:13] >
- [00:13] [go2]>east
- [00:13] You run east.
- [00:13] [Dirge, Hangman's Road]
- [00:13] Among the cinders and ash, someone has raked a path leading along the outside of the walls. Running from the town gate to a small hill to the west, the path wanders through a landscape even bleaker and emptier than that of the town itself. You also see a cinder and ash pathway.
- [00:13] Obvious paths: west.
- [00:13] Room Number: 1282
- [00:13] >
- [00:13] [go2]>go path
- [00:13] [Dirge, Outside Gate]
- [00:13] A road stops here at a ruined gate of charred and splintered wood. Beyond it lies a small town of uniformly dark colors huddled beneath the towering volcanic heights. To one side, a compact stone building stands watch over the infrequent traveller and the gate. You also see a narrow path of cinders and ashes with a faded signpost next to it.
- [00:13] Obvious paths: south.
- [00:13] Room Number: 1269
- [00:13] >
- [00:13] [go2]>south
- [00:13] >
- [00:13] You go south.
- [00:13] [Outside Dirge Town]
- [00:13] The road beneath your feet was once well paved but now shows the marks of fire and time. The stones were blackened and scorched by some great heat, warping some and breaking others. There is a heavy grey ash everywhere that blows in your face and eyes. Blocking the road north, a high stone wall guards a small group of buildings nestled between the volcanoes.
- [00:13] Obvious paths: north, south.
- [00:13] Room Number: 1268
- [00:13] >
- [00:13] [go2]>south
- [00:13] You go south.
- [00:13] [Volcanic Ruins, Dirge]
- [00:13] Cinders and debris crunch beneath your feet as a cold wind stirs the ashes into small dust devils that dance about you in a curiously mocking way. To the north, twin volcanic cones loom high into the sky. The small town tucked between their towering masses seems to huddle in on itself.
- [00:13] Obvious paths: north, south.
- [00:13] Room Number: 1267
- [00:13] >
- [00:13] [go2]>south
- [00:13] You go south.
- [00:13] [Lava Fields, Valley]
- [00:13] Fields of broken lava give way to a relatively open valley tucked between two gigantic rock outcrops. Almost mountains in themselves, the outcrops rise steeply from the valley floor. Nestled between them sits a small, drab-looking town. Buildings made of the same black rock as the mountains straggle across the tiny valley and back into the narrowing gorge behind it.
- [00:13] Obvious paths: north, east.
- [00:13] Room Number: 1266
- [00:13] >
- [00:13] [go2]>east
- [00:13] You go east.
- [00:13] [Lava Fields, Ruins]
- [00:13] Skirting a ruined farmhouse, you pass among boulders and mounds of ash. Plumes of steam rise from the mounds and you smell a sulfur stink that makes your eyes water. Everything is coated in a fine yellow dust. To the west, the mountains run close together to form a narrow valley. A few thin streams of smoke or vapor show pale grey against the black rock that surrounds it.
- [00:13] Obvious paths: northeast, west.
- [00:13] Room Number: 1265
- [00:13] >
- [00:13] [go2]>northeast
- [00:13] You run northeast.
- [00:13] [Lava Fields, Ruins]
- [00:13] Endless fields of magma stretch out to the surrounding mountains. Nearby, the charred beams of a ruined farmhouse still erupt from the uneven landscape, as if striving mutely to free themselves from their cold tomb of lifeless stone. A few scraggly bushes have found a precarious perch in pockets of wind-blown soil but they are grey and sickly. You also see a sanrisi tree with long gnarled branches.
- [00:13] Obvious paths: southeast, southwest.
- [00:13] Room Number: 1264
- [00:13] >
- [00:13] [go2]>southeast
- [00:13] >
- [00:13] You run southeast.
- [00:13] [Lava Fields]
- [00:13] Rising shoulder high to a tall human, the magma forms rough walls that block the breezes. The air smells of flinty dust and your feet kick up small clouds with each pace. Someone has hacked a narrow path through the hard rock with great labor. To one side, a smooth white protrusion rises from the lava. It forms a sharp contrast to the drear and dark colors that abound in this deathscape.
- [00:13] Obvious paths: east, northwest.
- [00:13] Room Number: 1263
- [00:13] >
- [00:13] [go2]>east
- [00:13] You run east.
- [00:13] [Lava Fields]
- [00:13] Acres of ruined farmlands stretch out on either side of the road here. Dead and buried, they lie under ragged sheets of once-molten rock now chill and barren. Flows of magma, once white hot and liquid, cover the road in places. A stinging grit rides the wind, the only crop now grown in this sere and lifeless waste. You also see a massive crater.
- [00:13] Obvious paths: southwest, west.
- [00:13] Room Number: 1262
- [00:13] >
- [00:13] [go2]>southwest
- [00:13] You run southwest.
- [00:13] [Lava Fields, Narrow Trace]
- [00:13] To the west, broken layers of lava and basalt rise in irregular piles. To the east and north, a narrow plane opens out between steep mountain shoulders. The black tide of volcanic destruction and molten has buried all that once was here and only a thick layer of ash remains, dancing in the erratic winds to give even a hint of life. Off to the extreme north, you can make out a narrow valley.
- [00:13] Obvious paths: northeast, west.
- [00:13] Room Number: 1261
- [00:13] >
- [00:13] [go2]>west
- [00:13] You run west.
- [00:13] [Lava Fields, Narrow Trace]
- [00:13] Faint markings etched into irregular boulders are your only guide in this trackless waste. Static waves of rock rise high on either side, looking like a black ocean locked into an eternity of timeless rigidity. Once this solid waste flowed with a thick and sullen life of its own, burning and destroying all before it. You also see a narrow trail.
- [00:13] Obvious paths: east, southwest.
- [00:13] Room Number: 1260
- [00:13] >
- [00:13] [go2]>southwest
- [00:13] You run southwest.
- [00:13] [Lava Fields, Narrow Trace]
- [00:13] The barest hint of a path undulates along the irregular crests of frozen rills of lava. Here and there, the stump of a tree, burned and dead, pokes above the bleak landscape but does little to break the monotony of the lifeless scene. The eerie desolation eats into your spirit and fills your mind with visions of death, while endless chill shadows and unnamed fears caper and dance at the edge of your senses.
- [00:13] Obvious paths: northeast, west.
- [00:13] Room Number: 1259
- [00:13] >
- [00:13] [go2]>west
- [00:13] You run west.
- [00:13] [Lava Fields, Narrow Trace]
- [00:13] Close by, a primitive pathway has been scratched out of the hard rock and basalt to the east, where it wanders into grey shadows of dust and floating ash. A narrow road lies between high boulders in the other direction. Faint marks etched into the coarse dark stone point towards the path and away from the caravan road.
- [00:13] Obvious paths: east.
- [00:13] Room Number: 1258
- [00:13] >
- [00:13] [go2]>go road
- [00:13] >
- [00:13] [North Roads Caravansary]
- [00:13] The road runs northwest past a cluster of stone buildings and stables to one side. A narrow path branches off to the east following a rough line of hills while another section continues southeast. You hear the lowing of sheep and the bleating of goats from nearby and an errant breeze brings the smell of something roasting over a fire. Elsewhere, you might wonder just what was being cooked that smells so strongly, but here and now you find you are both famished and in dire need of drink. You also see a freshly-painted roadsign pointing north.
- [00:13] Obvious paths: north, southeast, northwest.
- [00:13] Room Number: 1220
- [00:13] >
- [00:13] [go2]>southeast
- [00:13] You run southeast.
- [00:13] [Northwest Road, Volcanic Hills]
- [00:13] The uneven surface of the road bumps and jars at you as you pass among the lumps and furrows made by frozen lava flows. Someone has hacked the outline of a path into the unyielding rock to guide you. To the northwest, you can barely glimpse some huddled buildings that show faint signs of life, judging from the thin trickle of smoke rising from their chimneys.
- [00:13] Obvious paths: southeast, northwest.
- [00:13] Room Number: 1219
- [00:13] >
- [00:13] [go2]>southeast
- [00:13] You run southeast.
- [00:13] [Northwest Road, Volcanic Hills]
- [00:13] A raw, new road, scratched from the hard black rock of the hills and mountains, runs straight along from southeast to northwest. Dead trees, charred to short stumps, form a dismal grove to one side of the pathway. Up among the barren mounds of ash and cinders, something dislodges a small shower of stones that clatter loudly in the silent air. A startled bird rises in uneven flight from behind a row of boulders, screeching its outrage and terror at being disturbed. You also see a dismal grove.
- [00:13] Obvious paths: southeast, northwest.
- [00:13] Room Number: 1218
- [00:13] >
- [00:13] [go2]>southeast
- [00:13] You run southeast.
- [00:13] [Northwest Road, Volcanic Hills]
- [00:13] The road goes ever on, running northwest to southeast along the ragged shoulders of some black hills. Erratic winds sweep down from their bare crests, bringing with them a constant irritation by means of minute particles of sand and grit and dust. It gets in your mouth and you spit out a foul, bitter taste. To one side a ruined cart lies abandoned and stripped of everything useful.
- [00:13] Obvious paths: southeast, northwest.
- [00:13] Room Number: 1217
- [00:13] >
- [00:13] [go2]>southeast
- [00:13] You go southeast.
- [00:13] [Northern Trade Road, Broken Hills]
- [00:13] Cracked boulders, segments of large stones, and small pebbles compose the hills that rise up to either side of you, jealously guarding the path from the light of the sun. The hills gradually become larger as they march northward, growing into glassy, black volcanic hills.
- [00:13] Obvious paths: south, northwest.
- [00:13] Room Number: 1216
- [00:13] >
- [00:13] [go2]>south
- [00:13] You go south.
- [00:13] [Northern Trade Road, Broken Hills]
- [00:13] The hills to either side are made of the broken remains of rock and debris. You think you hear the skittering of creatures moving amongst them, but when you look up all you see is a tattered leaf being pushed along by the wind. To the south the hills gradually turn into cones of ash and cinder, while to the north they continue on.
- [00:13] Obvious paths: north, southwest.
- [00:13] Room Number: 1215
- [00:13] >
- [00:13] [go2]>southwest
- [00:13] You go southwest.
- [00:13] [Northern Trade Road, Cinder Cones]
- [00:13] The shadows of the cinder cones fall down around you, their massive forms blocking the light at any time of the day. A fine layer of ash drifts down about you, tickling your nose with its unusually acrid scent.
- [00:13] Obvious paths: northeast, southwest.
- [00:13] Room Number: 1214
- [00:13] >
- [00:13] [go2]>southwest
- [00:13] You go southwest.
- [00:13] [Northern Trade Road, Cinder Cones]
- [00:13] To the left and right rise massive cinder cones, the creations of the wind-born fires of Dirge. Clouds of ash stir with every step you take, and you realize that much of what you mistook for hillocks are actually trees and stones so covered with the choking ash that they are nearly unrecognizable.
- [00:13] Obvious paths: northeast, southwest.
- [00:13] Room Number: 1213
- [00:13] >
- [00:13] [go2]>southwest
- [00:13] You run southwest.
- [00:13] [Northern Trade Road, Burned Forest]
- [00:13] The blackened forms of trees rise up from the cracked earth like skeletons whose feet grew roots. A scrap of cloth, tied to one of the trees, flutters in a cold wind, grey from years of exposure.
- [00:13] Obvious paths: northeast, southwest.
- [00:13] Room Number: 1212
- [00:13] >
- [00:13] [go2]>southwest
- [00:13] You run southwest.
- [00:13] [Northern Trade Road, Burned Forest]
- [00:13] The scorched remains of trees stand all about you, their limbs clawing at the sky as if in complaint of the injustice done to them. A chill wind wraps around you and wails through the branches, sounding for all the world like the ghost of a sobbing child wandering, lost, through the dreary grove.
- [00:13] Obvious paths: northeast, south.
- [00:13] Room Number: 1211
- [00:13] >
- [00:13] [go2]>south
- [00:13] >
- [00:13] You run south.
- [00:13] [Northern Trade Road, Wastelands]
- [00:13] The lone call of a bird breaks the stillness, its cry sounding much like a helpless scream of rage and sadness. A fine layer of black dust coats everything that lingers too long here, and toward the north, the beginnings of a blackened forest emerge.
- [00:13] Obvious paths: north, south.
- [00:13] Room Number: 1210
- [00:13] >
- [00:13] [go2]>south
- [00:13] You run south.
- [00:13] [Northern Trade Road, Wastelands]
- [00:13] Blackened rocks and sandy soil that will never yield crops or flowers unfolds around you, encroaching like a spreading disease all the way to the horizon. Overhead the sky is thick with a heavy yellow haze that turns the daylight into a sickly parody of illumination.
- [00:13] Obvious paths: north, south.
- [00:13] Room Number: 1209
- [00:13] >
- [00:13] [go2]>south
- [00:13] You run south.
- [00:13] [Northern Trade Road, Wastelands]
- [00:13] Something has scoured this place of all life, or a harsh god created it with no life at all. The rocks are oddly smooth and darker than normal agate and granite. Nothing moves, no birds, no insects, no weeds or wind. Having looked upon this land, you can easily imagine where evil souls go to when they depart this world.
- [00:13] Obvious paths: north, southeast.
- [00:13] Room Number: 1208
- [00:13] >
- [00:13] [go2]>southeast
- [00:13] You run southeast.
- [00:13] [Northern Trade Road, Wastelands]
- [00:13] The land lies blasted, the earth revealed in forlorn despair about you. Silence walks through here freely, accompanied in its journey only by the occasional click of a stone moving.
- [00:13] Obvious paths: southwest, northwest.
- [00:13] Room Number: 1207
- [00:13] >
- [00:13] [go2]>southwest
- [00:13] Tuchie just arrived.
- [00:13] >
- [00:13] Tuchie runs southwest.
- [00:13] >
- [00:13] You run southwest.
- [00:13] [Northern Trade Road, Stony Plains]
- [00:13] An odd sight awaits you here: a single sirese flower, out of place and struggling to live, growing within the shade of a twisted wiir tree. The tiny plant seems to be surviving on raw defiance alone.
- [00:13] Also here: Tuchie.
- [00:13] Obvious paths: northeast, south.
- [00:13] Room Number: 1206
- [00:13] >
- [00:13] Tuchie runs south.
- [00:13] >
- [00:13] [go2]>south
- [00:13] You run south.
- [00:13] [Northern Trade Road, Stony Plains]
- [00:13] The ground is hard and unyielding underfoot. The massive cracked boulders of this bare land challenge the sky as they thrust upward toward heaven. A wind sweeps by every now and then, but all it does is stir up a few dustdevils whose only purpose is to remind you of how thirsty you are.
- [00:13] Obvious paths: north, south.
- [00:13] Room Number: 1205
- [00:13] >
- [00:13] [go2]>south
- [00:13] >
- [00:13] You run south.
- [00:13] [Northern Trade Road, Stony Plains]
- [00:13] Cracked boulders, gravel, and bare earth stretch about you, endlessly gray and grim. Here and there brittle grasses struggle vainly to peek up, only to be choked by the uncaring stone. To the south a dark forest blots the horizon.
- [00:13] Obvious paths: north, southwest.
- [00:13] Room Number: 1204
- [00:13] >
- [00:13] [go2]>southwest
- [00:13] You run southwest.
- [00:13] [Northern Trade Road, Open Forest]
- [00:13] Moss dangles down from stunted, ill-looking trees, lending the impression that they are weeping. The grass is dry and brittle beneath your feet, and the forest is still and silent, as if in mourning. You also see a faenrae reaver.
- [00:13] Obvious paths: northeast, southwest.
- [00:13] Room Number: 1203
- [00:13] >
- [00:13] [go2]>sw
- [00:13] You run southwest.
- [00:13] [Northern Trade Road, Deep Forest]
- [00:13] Heavy, still air hangs in pockets about you, weighing down sound and movement. Silent in their misery, the trees hunch over each other, their boughs and trunks hidden by clinging moss. They pull the sickly-colored stuff about them the way a Human child hides under a security blanket. You also see a forest path.
- [00:13] Obvious paths: northeast, southwest.
- [00:13] Room Number: 1202
- [00:13] >
- [00:13] [go2]>southwest
- [00:13] You run southwest.
- [00:13] [Northern Trade Road, Deep Forest]
- [00:13] The trees rise about you like looming tombstones in a graveyard, each one draped in shawls of sickly gray lichen. The air is thick with a pressing sense of gloom, and you get the distinct impression that you are being watched. You also see a faenrae reaver and a dense copse.
- [00:13] Obvious paths: northeast, south.
- [00:13] Room Number: 1201
- [00:13] >
- [00:13] [go2]>south
- [00:13] You run south.
- [00:13] [Northern Trade Road, Forest Clearing]
- [00:13] The grass is flourishing here despite the apparent blight of the rest of the wood. Facing east beside the road is a squat stone monolith with an indentation in its top. Some carvings adorn its polished gray surface, and an odd rust-colored residue stains it.
- [00:13] Obvious paths: north, south.
- [00:13] Room Number: 1200
- [00:13] >
- [00:13] [go2]>south
- [00:13] You run south.
- [00:13] [Northern Trade Road, Forest Clearing]
- [00:13] Jagged-edged grass grows thick about you, brushing and clinging to clothing and skin. A fire ring has been built by the side of the road, evidence that someone felt the flat ground and relative safety of this area would make it the perfect place to stop and rest.
- [00:13] Obvious paths: north, southeast.
- [00:13] Room Number: 1199
- [00:13] >
- [00:13] [go2]>se
- [00:13] You run southeast.
- [00:13] [Northern Trade Road, Deep Forest]
- [00:13] The trees grow close together, as if in fear of something. The trail is free of debris and a tree, fallen across the road, has been carved through that the trail might continue despite the obstruction. You also see a narrow trail.
- [00:13] Obvious paths: southeast, northwest.
- [00:13] Room Number: 1198
- [00:13] >
- [00:13] [go2]>se
- [00:13] You run southeast.
- [00:13] [Northern Trade Road, Deep Forest]
- [00:13] Chalky green woodmoss drapes from the trees of the forest, falling in tiers that bring to mind waterfalls or a crone's hair. There is a disturbing lack of birds and animals about.
- [00:13] Obvious paths: south, northwest.
- [00:13] Room Number: 1197
- [00:13] >
- [00:13] [go2]>south
- [00:13] You run south.
- [00:13] [Northern Trade Road, Open Forest]
- [00:13] The land has suffered from something malignant judging by the yellowish tinge to the grass and leaves of the trees. Even the resilient deobar are having trouble in these conditions, and most of the trees are stunted, a sickly hue creeping through their bark. The only thing that appears to be thriving is a grey-green woodmoss that covers the trees in abundance.
- [00:13] Obvious paths: north, southwest.
- [00:13] Room Number: 1196
- [00:13] >
- [00:13] [go2]>southwest
- [00:13] You run southwest.
- [00:13] [Northern Trade Road, Meadowlands]
- [00:13] The tips and edges of the grass are slightly yellowed, and you get the vague feeling that there should be more flowers here. To the south the meadows gradually shift into the lush emerald they should be, and to the north you see the beginning of a treeline.
- [00:13] Obvious paths: northeast, south.
- [00:13] Room Number: 1195
- [00:13] >
- [00:13] [go2]>south
- [00:13] You run south.
- [00:13] [Northern Trade Road, Meadowlands]
- [00:13] The grass is a thick, dark green carpet that spreads over the land in rolling abundance. A few holes, large enough to admit a small animal, mar the landscape, creating openings that lead down into the dark home of burrowing creatures. A river runs to the south, over which spans a sturdy wood and stone bridge.
- [00:13] Obvious paths: north.
- [00:13] Room Number: 1194
- [00:13] >
- [00:13] [go2]>go bridge
- [00:13] >
- [00:13] [Northern Trade Road, On the Bridge]
- [00:13] The deafening roar of the Journalai River below you drowns out all other sound as you make your way across the bridge. Droplets of water hit your face, and every now and then the flash of silver scales in the water catches your eye.
- [00:13] Obvious paths: north, south.
- [00:13] Room Number: 1193
- [00:13] >
- [00:13] [go2]>south
- [00:13] You run south.
- [00:13] [Northern Trade Road, River's Bank]
- [00:13] A narrow river rushes past you on its way southwest, its turbulent grey waters creating a deafening roar. To the north the land changes dramatically from plains to the darker, more verdant green of meadows. To the south stretches a narrow strip of grassland. A sturdy wood and stone bridge spans the river, allowing safe passage. You also see a roadsign.
- [00:13] Obvious paths: east, south.
- [00:13] Room Number: 1184
- [00:13] >
- [00:13] [go2]>south
- [00:13] You run south.
- [00:13] [Northern Trade Road, Open Grasslands]
- [00:13] The winds veer around you, catching the grasses and your clothing in their grip and tugging like beggars vying for attention. Flowers nod in the breeze like dancers moving to an unheard rhythm, their brightly colored heads catching your eye. You can hear the sound of rushing water coming from the north.
- [00:13] Obvious paths: north, south.
- [00:13] Room Number: 1183
- [00:13] >
- [00:13] [go2]>south
- [00:13] You run south.
- [00:13] [Northern Trade Road, Open Grasslands]
- [00:13] Eroded wagon ruts cause you to notice that this road was once travelled with a greater frequency than it is now. While safe from becoming overgrown by the dying grasses of the plains, this part of the trail is crumbling from disuse and the encroaching dust.
- [00:13] Obvious paths: north, south.
- [00:13] Room Number: 1182
- [00:13] >
- [00:13] [go2]>south
- [00:13] You run south.
- [00:13] [Northern Trade Road, Grasslands]
- [00:13] A cloud of flint-dry dust rises on every breeze, making you sneeze. For the most part, you see the grasslands about you in a state of decay and near death. Mountains rising sharply in the south form a counterpoint to others, sharper yet, that loom northwards. Saw-edged peaks and broken crowns indicate their origins as volcanoes in the not-so-distant past. You also see a charred tree stump.
- [00:13] Obvious paths: north, south.
- [00:13] Room Number: 1181
- [00:13] >
- [00:13] [go2]>south
- [00:13] You run south.
- [00:13] [Northern Trade Road, Rolling Hills]
- [00:13] Massive flocks of small black birds wheel and dive among the low hills on either side. They seem to be feeding on the dense swarms of midges and other insects that lurk in the heavy air. A miasma of musty smells and unknown odors roils in your nostrils. The ground to the north descends into a faint mist or cloud in the air.
- [00:13] Obvious paths: north, south.
- [00:13] Room Number: 1180
- [00:13] >
- [00:13] [go2]>south
- [00:13] You run south.
- [00:13] [Northern Trade Road, Foothills]
- [00:13] Heavily wooded hills rise on both sides as the roadway winds among them. The air is dead and stale, any breeze is blocked by the trees and hills. Clouds of gnats and worse seem to follow you, getting in your mouth and hair. There is a faint smell of damp earth and rotting vegetation.
- [00:13] Obvious paths: north, south.
- [00:13] Room Number: 1179
- [00:13] >
- [00:13] [go2]>south
- [00:13] You run south.
- [00:13] [Northern Trade Road, Foothills]
- [00:13] Tall trees grow thickly to the south as the road climbs into a narrow valley. Northwards, the land opens out into rolling hills that fade off into the looming shadow of several sharp mountain peaks, each distinct from the other.
- [00:13] Obvious paths: north, southeast.
- [00:13] Room Number: 1178
- [00:13] >
- [00:13] [go2]>southeast
- [00:13] You run southeast.
- [00:13] [Northern Trade Road, Wooded Valley]
- [00:13] Tall trees grow close along both sides of the road. Small animals skitter among the branches overhead and dart among low-growing shrubs that eke out an existence in the deep shade of the forest. Something taller than you has clawed the bark off a tree trunk several feet overhead and you wonder just where the beast that wore such claws is currently.
- [00:13] Obvious paths: southwest, northwest.
- [00:13] Room Number: 1177
- [00:13] >
- [00:13] [go2]>southwest
- [00:13] Anrelle just arrived.
- [00:13] >
- [00:13] Anrelle runs southwest.
- [00:13] >
- [00:13] You run southwest.
- [00:13] [Northern Trade Road, Wooded Valley]
- [00:13] You come upon a small clearing in the heavy woods that allows a view of the sky. A faint path can be made out that wanders into the trees, but it fades off before you can wonder about where it might lead. There is an unnerving quiet here, even the wind seems to have died. You feel a stranger in this wild place, perhaps an unwelcome stranger. You also see a faded roadsign.
- [00:13] Also here: Anrelle.
- [00:13] Obvious paths: northeast, southwest.
- [00:13] Room Number: 1176
- [00:13] >
- [00:13] Anrelle runs southwest.
- [00:13] >
- [00:13] [go2]>sw
- [00:13] You run southwest.
- [00:13] [Northern Trade Road, Wooded Valley]
- [00:13] Thick woods grow heavily along the shoulders of the roadway, blocking both sky and sight after a short distance. Several sets of wolf tracks are evident in the heavy leaf mould under some of the trees. Troublesome travelers' tales describing the forest's dangers come to mind as the journey continues through the close-set trees.
- [00:13] Obvious paths: northeast, west.
- [00:13] Room Number: 1175
- [00:13] >
- [00:13] [go2]>west
- [00:13] You run west.
- [00:13] [Northern Trade Road, Mountain Trail]
- [00:13] The road rises sharply to the west as it wends among the steep mountains. Eastward, it falls away into a narrow, heavily-wooded valley. Evidence of frequent landslides shows in the piles of rock and small boulders that make passage here uneven and slightly risky.
- [00:13] Obvious paths: east, west.
- [00:13] Room Number: 1174
- [00:13] >
- [00:13] [go2]>west
- [00:13] You run west.
- [00:13] [Northern Trade Road, Mountain Trail]
- [00:13] A huge boulder blocks much of the road, but room remains to squeeze by between it and the mountain wall. One broken and shattered bone shows you that someone or something was far less fortunate in times past. You look nervously up at the rock-strewn slopes above you and mutter a short prayer that the boulders rest easily these days.
- [00:13] Obvious paths: east, south.
- [00:13] Room Number: 1173
- [00:13] >
- [00:13] [go2]>south
- [00:13] You run south.
- [00:13] [Northern Trade Road, Mountain Pass]
- [00:13] The road passes onto an almost level area as you work your way through a narrow gap in the mountains. Huge boulders that have tumbled loose from the escarpments above you cause you to keep a wary eye out for more such unwelcome fellow-travellers. A tiny roadside shrine has been erected here, perhaps by someone who made a lucky escape from such an avalanche of stone.
- [00:13] Obvious paths: north, southwest.
- [00:13] Room Number: 1172
- [00:13] >
- [00:13] [go2]>southwest
- [00:13] You run southwest.
- [00:13] [Northern Trade Road, Mountain Trail]
- [00:13] You edge along a steep drop as the road narrows sharply in order to work its way along a narrow ridge of rock. Snow-capped peaks tower overhead and an occasional eagle or hawk can be seen soaring on the high-road of the sky far overhead. You envy them their direct routes as you gaze over the lip of the road and note the crumbling stone along its rim.
- [00:13] Obvious paths: northeast, south.
- [00:13] Room Number: 1171
- [00:13] >
- [00:13] [go2]>south
- [00:13] You run south.
- [00:13] [Northern Trade Road, Mountain Trail]
- [00:13] The roadway is made from cracked stone that seems to have fallen from the steep rocky shoulders of a mountain whose flank forms a boundary along your path. Rising steeply to the north and falling away to low hills to the south, the road cuts a narrow path among the mountains.
- [00:13] Obvious paths: north, south.
- [00:13] Room Number: 1170
- [00:13] >
- [00:13] [go2]>south
- [00:13] You run south.
- [00:13] [Northern Trade Road, Foothills]
- [00:13] You travel through a small dell that rises northwards into a narrow pass. You follow the path with your eyes until it fades from view among the steeply rising mountains. Southward a low hill rises, bearing the roadway along its shoulders. A Trader's Guild outpost sits alongside the stony trail. You also see a wrecked barricade, The Guild Stables, a stony trail, a stone marker and a weathered roadsign.
- [00:13] Obvious paths: north, west.
- [00:13] Room Number: 1169
- [00:13] >
- [00:13] [go2]>west
- [00:13] You run west.
- [00:13] [Northern Trade Road, Foothills]
- [00:13] You crest a low hill that gives a far-reaching view. To the north a line of mountains rises steeply from the surrounding hills, while southward the hills fade out to forest and plain. Far to the south, a heavy haze obscures the view, but you glimpse the occasional flash of open water. You also see a wrecked barricade.
- [00:13] Obvious paths: east, west.
- [00:13] Room Number: 1168
- [00:13] >
- [00:13] [go2]>west
- [00:13] >
- [00:13] You run west.
- [00:13] [Northern Trade Road, Foothills]
- [00:13] The road rises along the curve of a low hill that slopes down to the south into open grasslands. The rocky crest of the hill rises sharply above you as you toil along the well-kept roadway. Local stones from the hillside have been smoothed and shaped to form the roadbed and the footing is good. Northwards though, the hills shift quickly into steep mountains.
- [00:13] Obvious paths: east, south.
- [00:13] Room Number: 1167
- [00:13] >
- [00:13] [go2]>south
- [00:13] You run south.
- [00:13] [Northern Trade Road, Open Grasslands]
- [00:13] Miles upon miles of uncivilized land lie before you, devoid of any sign of humanity. A shifting sea of brown, green, and tan grasses rises about you, rustling with the movement of the occasional bird or butterfly that dares to plunge down into the vegetation. A line of dark mountains rises to the north, shadowed and gloomy, they climb abruptly from the grasslands.
- [00:13] Also here: Nirshima.
- [00:13] Obvious paths: north, southeast.
- [00:13] Room Number: 1166
- [00:13] >
- [00:13] [go2]>southeast
- [00:13] You run southeast.
- [00:13] [Northern Trade Road, Open Grasslands]
- [00:13] The wind rushes through the grass, making a soft shirring sound. Occasionally you catch the crackle of movement or the twitterings of birds, but any sounds of civilization generated by something other than yourself seem like the sort of thing you would think up in a dream.
- [00:13] Obvious paths: southeast, northwest.
- [00:13] Room Number: 1165
- [00:13] >
- [00:13] [go2]>southeast
- [00:13] You run southeast.
- [00:13] [Northern Trade Road, Kaerna Outskirts]
- [00:13] The wooden wall surrounding the tiny waystop of Kaerna is a visible line drawn between the plains and hamlet. Thick grasses and shrubs growing against the protective barrier seem intent upon reclaiming the village's side-by-side buildings for the prairie. Off to one side stands an abandoned militia shack, a silent casualty to the ongoing war between civilization and nature. You also see the town gate and a weathered wooden sign.
- [00:13] Obvious paths: northwest.
- [00:13] Room Number: 1164
- [00:13] >
- [00:13] [go2]>go gate
- [00:13] [Kaerna Village, By the General Store]
- [00:13] A few residences huddle here, alternately shouldered up against the back of the Gilded Unicorn Inn and the sides of the general store. The store is squat but neat, its exterior newly whitewashed and a small garden carefully cultivated outside it. You also see the town gate.
- [00:13] Obvious paths: southwest.
- [00:13] Room Number: 1139
- [00:13] >
- [00:13] [go2]>southwest
- [00:13] You run southwest.
- [00:13] [Kaerna Village, Intersection]
- [00:13] The main activity of the town seems to be concentrated here where traders, villagers, and travellers from afar gather to exchange information or engage in a bit of bartering. Presiding over all of this is the Gilded Unicorn Inn, the largest building in the village as well as the best kept. Far from the bustle and turmoil of the big city, its doors are always open, a lantern or candle always lit. You also see a roadsign.
- [00:13] Obvious paths: northeast, south, west.
- [00:13] Room Number: 1136
- [00:13] >
- [00:13] [go2]>south
- [00:13] You run south.
- [00:13] [Kaerna Village, By the Well]
- [00:13] The Northern Trade road runs like an arrow through the small town of Kaerna. Composed mostly of ramshackle daub and wattle houses, the most distinguishing feature of Kaerna is its inn, which looms protectively over the other, smaller establishments. Less a town and more a waystation than anything else, the tiny wooden-walled village hugs the road with a tenacious determination. You also see the town well off to the side and a town gate.
- [00:13] Obvious paths: north.
- [00:13] Room Number: 1135
- [00:13] >
- [00:13] [go2]>go gate
- [00:13] Legendary Paladin Compa came through a town gate.
- [00:13] >
- [00:13] [Northern Trade Road, Kaerna Village Outskirts]
- [00:13] The grasslands shimmer slightly, the gentle hand of the wind running its fingers through the plant life. Here and there colorful wildflowers dare to peep their heads up through the endless browns and greens of the plains. Dominating the gentle sighing of the grass can be heard the bustling sounds of the tiny village of Kaerna, surrounded by a wooden town wall which masks the village's graceless sprawl against the northern horizon. You also see a town gate, a weather-beaten sign and an abandoned militia shack.
- [00:13] Obvious paths: southwest.
- [00:13] Room Number: 1034
- [00:13] >
- [00:13] [go2]>southwest
- [00:13] Abius just arrived.
- [00:13] >
- [00:13] Abius went through a town gate.
- [00:13] >
- [00:13] You run southwest.
- [00:13] [Northern Trade Road, Open Grasslands]
- [00:13] Blue sky and sweet winds mingle with vibrant greens and yellows to create a place that seems blessed by Hodierna herself. Restless clouds chase each other through the sky, and the blithely cheerful songs of birds create a natural, if chaotic, symphony to be enjoyed by all.
- [00:13] Obvious paths: northeast, south.
- [00:13] Room Number: 1033
- [00:13] >
- [00:13] [go2]>south
- [00:13] You run south.
- [00:13] [Northern Trade Road, Open Grasslands]
- [00:13] The darker colors of the serrated wirgars grasses that grow in this particular part of the plains stand out against their lighter cousins. You catch the scent of sirese on the wind, the fragrance of the tiny wildflower wrapping around you. To the south the land turns a rough brown, shifting abruptly from plains to farming land.
- [00:13] Obvious paths: north, south.
- [00:13] Room Number: 1032
- [00:13] >
- [00:13] [go2]>south
- [00:13] You run south.
- [00:13] [Northern Trade Road, Farmstead]
- [00:13] Vast, empty fields lie fallow about you. The remains of an abandoned farmhouse dominates your view to the northeast, its doorways gaping, its windows wide open like empty eye sockets. Nearby, a plow lies rusting, its blade sunk a good two feet into dirt whose only future crop will be grass. To the south the land is gradually returning to the meadow it originally was, the edge of creeping green vivid against the bare brown of exposed earth.
- [00:13] Obvious paths: north, south.
- [00:13] Room Number: 1031
- [00:13] >
- [00:13] [go2]>south
- [00:13] >
- [00:13] You go south.
- [00:13] [Northern Trade Road, Meadowlands]
- [00:13] The land here is open and welcome, the grass thinning on the western horizon as it makes way for a farmstead. Nearby you can hear the babble of a river, and the vegetation shows signs that something, probably cattle, has been here recently to grab a quick snack. The air is clean and sweet, inviting you to take deeper breaths.
- [00:13] Obvious paths: north, south.
- [00:13] Room Number: 1030
- [00:13] >
- [00:13] [go2]>south
- [00:14] You go south.
- [00:14] [Northern Trade Road, Meadowlands]
- [00:14] The forest to the south is thick and dark, a stark comparison to the open meadow around you. Short, springy grass grows in soft mounds over hillocks and hollows. Tiny white wildflowers peek out amongst the greenery, their petals open to accept the sunlight.
- [00:14] Obvious paths: north, south.
- [00:14] Room Number: 1029
- [00:14] >
- [00:14] [go2]>south
- [00:14] You go south.
- [00:14] [Northern Trade Road, Deep Forest]
- [00:14] Deobar trees tower over you, their leaves rustling in time with the sounds of the river to the north. Quiet and serene, this part of the forest has a rich scent to it, the overlapping canopy making pools of gloom that collect beneath the trees.
- [00:14] Obvious paths: north, south.
- [00:14] Room Number: 1028
- [00:14] >
- [00:14] [go2]>south
- [00:14] You go south.
- [00:14] [Northern Trade Road, Deep Forest]
- [00:14] This is the heart of the wood, where the trees are the thickest and the outside world of skies and unforested land is the farthest away. The trees grow close to each other, their leaves whispering back and forth, their crowns bowed in quiet conversation. The silence is broken only by the sounds of a squirrel or similar creature's movements and the rush of a river coming from somewhere in the distance.
- [00:14] Obvious paths: north, west.
- [00:14] Room Number: 1027
- [00:14] >
- [00:14] [go2]>west
- [00:14] You run west.
- [00:14] [Northern Trade Road, Deep Forest]
- [00:14] The trees cluster close, weaving a dark green canopy through which light slants cautiously, making tiny pools that flaunt dancing motes of dust. The air is heavy and still, thick with silence without even a birdsong to break the enclosing stillness.
- [00:14] Obvious paths: east, west.
- [00:14] Room Number: 1026
- [00:14] >
- [00:14] [go2]>west
- [00:14] >
- [00:14] You run west.
- [00:14] [Northern Trade Road, Forest]
- [00:14] Low-lying taffelberry bushes grow about the tall deobar trees of the forest. The scent of loam hangs thick and sweet in an almost tangible cloud. The floor is carpeted with fallen leaves in the process of returning to the elements from whence they came, and some of the trees show evidence of having had their branches chopped off.
- [00:14] Obvious paths: east, west.
- [00:14] Room Number: 1025
- [00:14] >
- [00:14] [go2]>west
- [00:14] Jorvald just arrived.
- [00:14] >
- [00:14] Jorvald runs east.
- [00:14] >
- [00:14] You run west.
- [00:14] [Northern Trade Road, Forest]
- [00:14] The trees grow about you in abundance, their tops brushing the sky, their leaves shimmering with the breeze. The chirping of birds flows on the wind and there seems to be an almost sentient life to the wood, as if someone or something smiles beneficently on all the denizens and events that occur within the forest's boundaries.
- [00:14] Obvious paths: east, southwest.
- [00:14] Room Number: 1024
- [00:14] >
- [00:14] [go2]>southwest
- [00:14] You run southwest.
- [00:14] [Northern Trade Road, Open Grasslands]
- [00:14] A ruined building sits alongside the tidy stone road. The remains perhaps of an ancient tollhouse or inn, it lies at the edge of a forest that rises up from a wide swathe of grassland.
- [00:14] Obvious paths: northeast, southwest.
- [00:14] Room Number: 1023
- [00:14] >
- [00:14] [go2]>southwest
- [00:14] You run southwest.
- [00:14] [Northern Trade Road, Open Grasslands]
- [00:14] The road runs straight as an arrow through the endless sea of tall grasses. An occasional ripple among the stalks moving counter the wind shows there is life hidden beneath the green and gold surface. The desperate flight of a covey of birds, as they break cover and scatter, shows that peace here is a shallow illusion. For always the hunter awaits the careless and the weak.
- [00:14] Obvious paths: northeast, southwest.
- [00:14] Room Number: 1022
- [00:14] >
- [00:14] [go2]>southwest
- [00:14] You run southwest.
- [00:14] [Northern Trade Road, Open Grasslands]
- [00:14] Thick grass grows up to the edge of the road. Despite the isolation and empty land, the road itself is in surprisingly good shape. Large paving stones rest on a level bed, each one tightly fitted to its neighbor so that nary a weed or seedling can force a way between them. Perhaps some vanished town lay near here that knew the value of good roads.
- [00:14] Obvious paths: northeast, south.
- [00:14] Room Number: 1021
- [00:14] >
- [00:14] [go2]>south
- [00:14] You run south.
- [00:14] [Northern Trade Road, Open Grasslands]
- [00:14] Southward, the road dips into a boggy lowland, while to the north, open grasslands stretch. No sign of habitation breaks the rippling waves of grass that grow shoulder-high to a tall Elf. The air is alternately fresh with the smell of growing things and thick with the stench of the bog, as the wind veers aimlessly across the open land.
- [00:14] Obvious paths: north, south.
- [00:14] Room Number: 1020
- [00:14] >
- [00:14] [go2]>south
- [00:14] You run south.
- [00:14] [Northern Trade Road, Marshy Meadows]
- [00:14] The ground beneath you is boggy and soft. Swarms of flies close about you, and some land to drill into your flesh for a morsel of blood and to leave a stinging welt as a souvenir of your visit to their lands. Northwards, the ground rises from the bog into open lands, while southward a mist obscures the view.
- [00:14] Obvious paths: north, south.
- [00:14] Room Number: 1019
- [00:14] >
- [00:14] Treahead just arrived.
- [00:14] >
- [00:14] [go2]>south
- [00:14] You run south.
- [00:14] [Northern Trade Road, Marshy Meadows]
- [00:14] You travel in the midst of a boggy meadow. The air is thick with a chill mist that blurs the outlines of anything not close by. Pale rocks set along the path show the safest way to go among the almost trackless wastes.
- [00:14] Obvious paths: north, southeast.
- [00:14] Room Number: 1015
- [00:14] >
- [00:14] [go2]>southeast
- [00:14] You run southeast.
- [00:14] [Northern Trade Road, Marshy Meadows]
- [00:14] The ground underfoot squishes with each movement, and moisture oozes into the traces left. Low rocks set in ragged rows appear to mark a path along the swampy ground. Gnats and midges clog your nostrils and fly into your eyes and ears in an endless cloud. The air is thick with rotting vegetable matter and less identifiable odors.
- [00:14] Obvious paths: southeast, northwest.
- [00:14] Room Number: 1014
- [00:14] >
- [00:14] [go2]>southeast
- [00:14] You run southeast.
- [00:14] [Northern Trade Road, Rolling Hills]
- [00:14] Low hills to the south rise up from marshy land to the north. Clouds of insects and tiny birds feeding upon them dart here and there. The whine of millions of quivering wings combines with the thin rustle of the darting birds to form an annoying, discordant noise. You also see a roadsign and a small, white-washed sign staked along side the road.
- [00:14] Obvious paths: east, south, northwest.
- [00:14] Room Number: 1013
- [00:14] >
- [00:14] [go2]>south
- [00:14] You run south.
- [00:14] [Northern Trade Road, Rolling Hills]
- [00:14] A series of low hills, barely worthy of note, rise to the south while northwards, wide open grasslands run unhindered into the distance. Far off to the north, at the edge of the horizon, the faint shape of distant mountains can just be made out.
- [00:14] Obvious paths: north, south.
- [00:14] Room Number: 1012
- [00:14] >
- [00:14] [go2]>south
- [00:14] Blood pumping loudly, you whip about in a tumultuous fury.
- [00:14] >
- [00:14] You run south.
- [00:14] [Northern Trade Road, Rolling Hills]
- [00:14] Winding north and south over the brow of a low hill, the road is partly blocked by several roughly shaped stones that appear to have tumbled down from the hill crest above. Small curls of a deep green vine have begun to wind the fallen stones into their embrace, and the tiny white flowers scattered among the leaves brighten the dull blue-grey of the stone.
- [00:14] Obvious paths: north, southeast.
- [00:14] Room Number: 1011
- [00:14] >
- [00:14] [go2]>southeast
- [00:14] You run southeast.
- [00:14] [Northern Trade Road, Rolling Hills]
- [00:14] The road crests the highest of the low hills, wandering among the cracked and worn rocks scattered across it. Removed from the road and set gently upon a hill, like a princess on her ivory pedestal, stands a rough circle of tall stones arranged in two concentric rings. Rising unsteadily from the crown of the hill, many of the stones lean against one another or are completely toppled. Perhaps a place of worship in ancient times, not even legend recalls who came here or what gods they served.
- [00:14] Obvious paths: southwest, northwest.
- [00:14] Room Number: 1010
- [00:14] >
- [00:14] [go2]>southwest
- [00:14] You run southwest.
- [00:14] [Northern Trade Road, Rolling Hills]
- [00:14] The road winds among low, rounded hills barely deserving of the name. Clumps of trees around the base of the hills thin out rapidly as bare rock rises out of the good earth. The ragged summits are worn and weathered with age.
- [00:14] Obvious paths: northeast, south.
- [00:14] Room Number: 101
- [00:14] >
- [00:14] [go2]>south
- [00:14] You run south.
- [00:14] [Northern Trade Road, Open Woods]
- [00:14] Widely scattered trees stand aloof, like strangers at a party, barely noticing one another's presence. Northwards, the open land nearby changes into a few low, rolling hills. Like a bare head rising above thinning hair, the hills stand out from a fringe of trees about their base.
- [00:14] Obvious paths: north, south.
- [00:14] Room Number: 1002
- [00:14] >
- [00:14] [go2]>south
- [00:14] You run south.
- [00:14] [Northern Trade Road, Open Forest]
- [00:14] Trees grow tall here, but they are scattered enough to allow sunlight and a good view of the sky. Northwards, the land rises into low hills that disappear against the black sky of the night. To the south, a gentle plain opens outward. A soft breeze rustles the leaves in the boughs overhead in a pleasant susurration.
- [00:14] Obvious paths: north, southeast.
- [00:14] Room Number: 1008
- [00:14] >
- [00:14] [go2]>southeast
- [00:14] You run southeast.
- [00:14] [Northern Trade Road, Open Forest]
- [00:14] Trees to both sides of the road thin out southward where the land changes to open grassland. Large grey squirrels leap across the road overhead from branch to branch and chitter down at you as they regard you with curious eyes.
- [00:14] Obvious paths: southeast, west, northwest.
- [00:14] Room Number: 1001
- [00:14] >
- [00:14] [go2]>southeast
- [00:14] >
- [00:14] You run southeast.
- [00:14] [Northern Trade Road, Grasslands]
- [00:14] Open grassland mingles with a thinning forest from the north. Here and there among the trees cattle wander. They casually dine on the lush grass and occasionally reach up to consume the delicate leaves on the lower branches of the trees. To the north, low hills rise up gently from the plains. Southward, a heavy haze or smoke can be made out. You also see a twisting wooded trail.
- [00:14] Obvious paths: south, northwest.
- [00:14] Room Number: 1000
- [00:14] >
- [00:14] [go2]>south
- [00:14] You run south.
- [00:14] [Northern Trade Road, Grasslands]
- [00:14] Cattle wander aimlessly across the road as they crop at the rich grass growing in the rolling fields. You spy a lone cow-herd nodding under a shade tree off to one side as his charges amble into your path in large numbers, enormous brown eyes gazing soulfully at you as they pass. You also see a thin trail.
- [00:14] Obvious paths: north, southwest.
- [00:14] Room Number: 999
- [00:14] >
- [00:14] [go2]>southwest
- [00:14] You run southwest.
- [00:14] [Northern Trade Road, Farmlands]
- [00:14] Open grassland mingles with small farmsteads as the wide road passes through a cut where a low hill rises. The road is edged with tall hedges, apparently to keep cattle from wandering into the orchards and vegetable plots you see beyond the heavy, guarding branches. Some distance to the south, you see the smoke and haze of a city of some size. Northwards, low hills rise against the sky.
- [00:14] Obvious paths: northeast, southwest.
- [00:14] Room Number: 998
- [00:14] >
- [00:14] [go2]>southwest
- [00:14] You run southwest.
- [00:14] [Northern Trade Road, Farmlands]
- [00:14] Neatly planted rows of grain mingle with tidy plots of vegetables covering the rich earth of well-tended farms along the wide road as it wanders across the land. A farmer waves at you as he toils along behind a yoke of sturdy oxen that pull a heavy iron plow through the fertile soil. You also see a winding trail.
- [00:14] Obvious paths: northeast, south.
- [00:14] Room Number: 997
- [00:14] >
- [00:14] [go2]>south
- [00:14] You run south.
- [00:14] [Northern Trade Road, Farmlands]
- [00:14] The scent of freshly-tilled earth rises from the farms on both sides of the road. Heavily-loaded wagons and carts brimming with produce wend their way southward towards the walls of a city set near a glimmering river. You note an amazing variety of races and types that are driving their goods into the town. You also see a freshly-planted pathway.
- [00:14] Obvious paths: north, south.
- [00:14] Room Number: 996
- [00:14] >
- [00:14] [go2]>south
- [00:14] You run south.
- [00:14] [Northern Trade Road, Farmlands]
- [00:14] Rich farmland surrounds the road on both sides. The fresh scent of the tilled soil rises all about you. Southward, the walls of a fair-sized city rise near the banks of a glistening river. A faint haze of smoke hovers over the town, blurring the outlines slightly. To the north, distant hills rear up against the grey-blue horizon. You also see an onager.
- [00:14] Obvious paths: north, south.
- [00:14] Room Number: 995
- [00:14] >
- [00:14] [go2]>south
- [00:14] You run south.
- [00:14] [Northeast Wilds, Outside Northeast Gate]
- [00:14] You are before the Northeast Gate of the Crossing, surrounded by wayfarers and adventurers also in mid-journey. Above, guardsmen stare down from the thick stone wall that encloses the city, wary for hostile visitors. Whether they travel to destinations in town or farther west, or to the north and east, they all appear to be seeking something beyond themselves. You also see a sunstone runestone marked with a symbol for Compost, a crust-covered oaken chest, a deeply gouged mahogany caddy, a weathered roadsign, a bucket of viscous gloop, the Northeast Gate and a narrow footpath.
- [00:14] Also here: Dansky who is radiating a glowing aura.
- [00:14] Obvious paths: north, east, southeast.
- [00:14] Room Number: 992
- [00:14] >
- [00:14] [go2]>go gate
- [00:14] [The Crossing, Northeast Customs]
- [00:14] Here stands the Northeast Gate, two massive doors of steel-banded ironwood securely attached to the masonry of the town walls. The traffic here is thick with travelers, and the Customs Officers are alert to any sign of trouble. You also see a town guard, a town guard and a winding trail.
- [00:14] Obvious paths: west.
- [00:14] Room Number: 818
- [00:14] >
- [00:14] [go2]>west
- [00:14] You run west.
- [00:14] [The Crossing, Firulf Vista]
- [00:14] Utter bedlam confronts you as you step out into this street. This is the point where anyone and everyone who passes through the Northeast Gate either leaving town or arriving must cross paths. You quickly conclude this is no spot to stop and admire the scenery of the regions of the Eastern Tier beyond, nor to study the local architecture around you, since the momentum of the crowd carries you along, almost without your realizing it. You also see a stone stairway.
- [00:14] Obvious paths: east, south, west.
- [00:14] Room Number: 817
- [00:14] >
- [00:14] [go2]>south
- [00:14] You run south.
- [00:14] [The Crossing, Oralana Ramble]
- [00:14] Oralana Ramble runs along the east wall of town, leading between the Northeast and the Eastern Gates. Somehow, it is relatively calm compared to those roads that lead to the Town Green, Town Hall, the Bank and the other nerve centers of the Crossing. The three towers guarding the temple thrust into the sky to the southwest, their flames a beacon for miles. A bluejay lands on a ledge atop the wall, chasing a pair of mudwrens from their comfy perch into a clump of weeds along the side of the path. You also see a grizzled old war veteran.
- [00:14] Also here: Winterborn Impulse who is shrouded by swirling grey fog.
- [00:14] Obvious paths: north, south, west.
- [00:14] Room Number: 816
- [00:14] >
- [00:14] [go2]>west
- [00:14] You run west.
- [00:14] [The Crossing, Boar Alley]
- [00:14] This quaint alley connects Magen Road to the south and Firulf Vista to the north. An ornately carved building with an ancient wooden door is set back from the curb. You would hardly stop and give it a second glance, except that the windows on the second story all seem to glow with soft, pulsating hues that cycle through the colors of the spectrum.
- [00:14] Obvious paths: north, east, south.
- [00:14] Room Number: 797
- [00:14] >
- [00:14] [go2]>south
- [00:14] [go2: move: no recognized response after 30 lines. giving up.]
- [00:14] >
- [00:14] [go2: restarting script...]
- [00:14] You run south.
- [00:14] [go2: ETA: 0:00:10 (54 rooms to move through)]
- [00:14] [go2]>south
- [00:14] [The Crossing, Magen Road]
- [00:14] This bustling junction presents a cross section of the world's inhabitants in various states of health and disrepair. Bloodied adventurers, impaired healers, overextended spellsingers, and other members of the walking wounded lurch their way towards the Healing Hospital to the west. Litters, carts and horses carry those too badly hurt to move under their own power. In striking contrast are the strapping barbarians who swagger by, towards the Arena and Barbarians' Guild southwest.
- [00:14] Obvious paths: north, south, west.
- [00:14] Room Number: 762
- [00:14] >
- [00:14] Ruffian Talielle just arrived.
- [00:14] >
- [00:14] [go2]>west
- [00:14] You run south.
- [00:14] [The Crossing, Trothfang Street]
- [00:14] You stand at the southeast corner of the Champions' Arena, its thick, solid walls and dome rising above you. You can barely make out on its surface scrawled inscriptions and graffiti with names and titles of barbarians of yore. Some of the engravings have dates and numbers next to them. A gust of wind blows the scent of incense offered in the flames on the Temple towers to mix with the odors of sweated bodies.
- [00:14] Obvious paths: north, east, west.
- [00:14] Room Number: 758
- [00:14] >
- [00:14] [go2]>west
- [00:14] You run west.
- [00:14] [The Crossing, Trothfang Street]
- [00:14] The cries of scalpers and touts from the street mix with those from within the thick-walled, domed structure here -- shouts calling for blood and demanding that honor be satisfied, as well as less shrill exhortations to local favorites or up-and-coming gladiators and knights. Several daunting-looking centurions clad in full ceremonial armor scrutinize you stoically from under the scarlet canopy that shades the entrance to the Champions' Arena. You also see a wooden sign.
- [00:14] Obvious paths: east, west.
- [00:14] Room Number: 759
- [00:14] >
- [00:14] [go2]>south
- [00:14] You run west.
- [00:14] [The Crossing, Trothfang Street]
- [00:14] Due north you see the square that marks the entrance to the Barbarians' Guild, with its arcade of caryatides and telamones, life-size and lifelike sculptures of former female and male Arena Champions. The covered entryway to the Arena is dead ahead to the east, while beyond that rise the town walls. You also see a ruby-inlaid round table crafted to resemble Yavash with several things on it, a glowing forge, a large waste bucket, a slack tub filled with water, a pile of fuel, an iron anvil and the Crossing Forging Society Building.
- [00:14] Obvious paths: north, east.
- [00:14] Room Number: 760
- [00:14] >
- [00:14] [go2]>west
- [00:14] You can't go there.
- [00:14] >
- [00:14] [go2: move: failed]
- [00:14] [go2: restarting script...]
- [00:14] You can't go there.
- [00:14] >
- [00:14] [go2: ETA: 0:00:10 (51 rooms to move through)]
- [00:14] [go2]>north
- [00:14] You go north.
- [00:14] [The Crossing, Champions' Square]
- [00:14] Statues of famous barbarians and arena champions form an arcade leading to the arched steel-clad door of the Barbarians' Guild. The building itself is high and massive, and the roof rises into a dome towards the east, covering the Champions' Arena. Through narrow, slit windows you can hear the clang of weapon on shield, and the voice of the trainers barking out instructions to the would-be fighters, gladiators, knights and mercenaries within. You also see a sturdy stone structure.
- [00:14] Also here: Blessed of Katamba Ghust.
- [00:14] Obvious paths: north, south, west.
- [00:14] Room Number: 766
- [00:14] >
- [00:14] [go2]>west
- [00:14] You go west.
- [00:14] [The Crossing, Clanthew Boulevard]
- [00:14] Intimidatingly large passersby crowd around you, and you gulp as you notice most of the men and women here of all races tower above their average counterparts. They also tend to dress differently - fully equipped, even in the midst of the city - in leathers, hide and armor, weapons drawn or at the ready over shoulders or at their sides. Carefully you make your way through the throng, since something tells you this would not be a good spot to step on anyone's toes. You also see a city meeting hall.
- [00:14] Obvious paths: east, south, west.
- [00:14] Room Number: 767
- [00:14] >
- [00:14] [go2]>west
- [00:14] You go west.
- [00:14] [The Crossing, Clanthew Boulevard]
- [00:14] The cobblestones here are grey and flecked with crystals that sparkle as you move along the boulevard. High walls over which loom still higher structures with shuttered, mute windows that face the street and baked tile roofs, indicate you are passing through one of the wealthier residential sections of the Crossing. You also see a grand stone archway with a bronze plaque on it and a small hut with a grey raven perched on the roof.
- [00:14] Also here: Altar Boy Fistadanlius.
- [00:14] Obvious paths: east, south, west.
- [00:14] Room Number: 768
- [00:14] >
- [00:14] [go2]>west
- [00:14] You go west.
- [00:14] [The Crossing, Clanthew Boulevard]
- [00:14] You pause a moment at one of the busiest crossroads of town. Through this intersection must pass most of those traveling from the wilderness of the Western Tier into the heart of the Crossing, and those departing as well. To the east lie the gates to the Eastern Tier, affording access to the Warrior Mages' Guild and the Observatory, and other, more perilous, destinations.
- [00:14] Obvious paths: east, south, west.
- [00:14] Room Number: 769
- [00:14] >
- [00:14] [go2]>west
- [00:14] You run west.
- [00:14] [The Crossing, Clanthew Boulevard]
- [00:14] A side entrance to the Academy, in the form of a low, bronze gate, stands here. Students and faculty come and go through it, since it provides convenient access to the inns and eateries clustered to the north and east of Elanthia's most renowned seat of learning and research. Several blocks to the east looms the dome of the Champions' Arena, which also houses the Barbarians' Guild and farther north, both within and without the sheltering walls of town, lie various other Guilds.
- [00:14] Also here: Telraneus.
- [00:14] Obvious paths: north, east, west.
- [00:14] Room Number: 770
- [00:14] >
- [00:14] [go2]>west
- [00:14] Telraneus runs north.
- [00:14] >
- [00:14] You run west.
- [00:14] [The Crossing, Clanthew Boulevard]
- [00:14] From the west comes the sound of currents rushing through a narrow river bend, while in the distance, just barely evident to the northwest, is a corner of the outer town wall, over which the calls of birds can be heard. Mingled among the sublime sounds of nature, are the equally sweet sounds reaching your ears from a small, unpretentious building set unobtrusively off to the south side of the road. You also see a small building.
- [00:14] Obvious paths: east, south, west.
- [00:14] Room Number: 771
- [00:14] >
- [00:14] [go2]>west
- [00:14] >
- [00:14] You run west.
- [00:14] [The Crossing, Clanthew Boulevard]
- [00:14] The meandering course of the River Oxenwaithe lies dead ahead. Wooden carts, powered by all manner of two- and four-legged beasts, rumble past, headed west towards the broad, well-worn planks of the Oxenwaithe Bridge and east into the heart of the Crossing. Groups of armed adventurers, mystics, merchants and rogues weave in and out of the wheeled and hoofed mobs.
- [00:14] Obvious paths: east.
- [00:14] Room Number: 772
- [00:14] >
- [00:14] [go2]>go bridge
- [00:14] [The Crossing, Oxenwaithe Bridge]
- [00:14] This bridge is wide and sturdy, its strong oaken planks weathered but in good repair. Across this span must stream all the traffic directly proceeding to or coming from the Northern and Western Tiers. Oxcarts laden with imports and exports rumble past.
- [00:14] Obvious paths: east, south, west.
- [00:14] Room Number: 862
- [00:14] >
- [00:14] [go2]>west
- [00:14] You run west.
- [00:14] [The Crossing, Goodwhate Pike]
- [00:14] The gates to the west, the river and Oxenwaithe Bridge to the east, the town walls and dense forests and scrub just beyond to the north - all serve as a reminder of the dichotomy between the untamed forces of nature and the works of mortals that life in Elanthia constantly confronts its inhabitants with. Such cosmic musings are soon cut short, however, as a foul-smelling Dwarf barbarian shoves aside a few passersby rudely and lumbers past.
- [00:14] Obvious paths: east, south, west.
- [00:14] Room Number: 863
- [00:14] >
- [00:14] [go2]>west
- [00:14] You run west.
- [00:14] [The Crossing, Goodwhate Pike]
- [00:14] A long, barn-like structure hunkers just by the road here, wedged between the cobbled way and the high outer walls of town that lie just north. A very high, very wide double door leads in and from it the lowing of oxen, the whinnying of steeds and the braying of obstinate pack animals can be heard. An exotic-looking trader in a silk robe forcibly leads a recalcitrant camel from the building, almost knocking a nearby attendant to the ground. You also see a huge mound of manure.
- [00:14] Also here: Weapon Specialist Schieffelin.
- [00:14] Obvious paths: east, south, west.
- [00:14] Room Number: 864
- [00:14] >
- [00:14] [go2]>west
- [00:14] Weapon Specialist Schieffelin goes west.
- [00:14] >
- [00:14] You run west.
- [00:14] [The Crossing, Goodwhate Pike]
- [00:14] Old woodframe buildings that appear to be vacant border the wide pike here. Heavy traffic has taken its toll, leaving deep ruts and almost demolishing the curb, so that the already decrepit mud-and-twig structures almost seem to spill out upon the road. You have no doubt that, during the height of the rainy season, they literally do. Directly west lies the Western Gate.
- [00:14] Also here: Weapon Specialist Schieffelin.
- [00:14] Obvious paths: east, south, west.
- [00:14] Room Number: 865
- [00:14] >
- [00:14] [go2]>west
- [00:14] You run west.
- [00:14] [The Crossing, Western Gate]
- [00:14] Camels, oxen, and mules compete with Elves, Gor'Togs, and Humans to pass through the narrow gate which breaches the stone wall between town and the western reaches. The lowing of animals, and the bellowing of irate travelers become almost indistinguishable the more you listen. After a few minutes, so do the unmistakable odors of unwashed sojourners and domestic beasts of burden. It begins to dawn on you why folks are anxious to pass through customs, whatever the cost, as quickly as possible. You also see the Western Gate, the Guard House and some stone stairs leading to the top of the town wall.
- [00:14] Obvious paths: east.
- [00:14] Room Number: 866
- [00:14] >
- [00:14] [go2]>go gate
- [00:14] Blood pumping loudly, you whip about in a tumultuous fury.
- [00:14] >
- [00:14] [Mycthengelde, Flatlands]
- [00:14] Well-worn paths lead through a grove of trees to a gate in The Crossing's western wall. Now and again you hear birds calling to one another in the branches, or the bustling of a merchant's cart as it makes its way past. A handful of adventurers nod at you in greeting as they make their way into town. An aromatic mix of wildflowers mingles with wyndwood, oak and juniper trees as the grove stretches north and south, while to the west, you can see grassy flatlands through a small clearing. You also see a wooden sign printed in large block letters, a path that heads westward toward the grasslands, a town wall, a narrow trail and the western gate.
- [00:14] Obvious paths: northwest.
- [00:14] Room Number: 1387
- [00:14] >
- [00:14] [go2]>go path
- [00:14] [Grassland Road, Meadow]
- [00:14] An endless vista of meadows and grasslands stretches out to the west, traveled by this meandering dirt road compacted to a hard surface by years of trekking feet, hooves and wheels. A path leads to the bustling gate of the Crossing to the east.
- [00:14] Obvious paths: west.
- [00:14] Room Number: 1433
- [00:14] >
- [00:14] [go2]>west
- [00:14] You run west.
- [00:14] [Grassland Road, Meadow]
- [00:14] A covered merchant's wagon trundles eastward, toward the high walls of the Crossing which are barely visible above their surrounding treetops. The Gor'Tog merchant gives you a polite nod as he urges his horses on at an eager pace. Meadows stretch out from either side of the path as far as the eye can see.
- [00:14] Obvious paths: east, west.
- [00:14] Room Number: 1434
- [00:14] >
- [00:14] [go2]>west
- [00:14] You run west.
- [00:14] [Grassland Road, Meadow]
- [00:14] The road makes a slight bend through the grassy meadows brightened with sunny yellow creeping buttercup and milkweed pods bursting with snowy white fluff.
- [00:14] Also here: Arcane Lord Alzbar who has a stony visage.
- [00:14] Obvious paths: east, south, northwest.
- [00:14] Room Number: 1435
- [00:14] >
- [00:14] [go2]>northwest
- [00:14] You run northwest.
- [00:14] [Grassland Road, Meadow]
- [00:14] The vines of dewberry and blooming trumpet creeper twist and intertwine along the edge of the road, separating it from the vast stretch of grassland beyond. Far off to the east you can see the building tops of a large town.
- [00:14] Obvious paths: southeast, west.
- [00:14] Room Number: 1436
- [00:14] >
- [00:14] [go2]>west
- [00:14] You run west.
- [00:14] [Grassland Road, Meadow]
- [00:14] Tall sharp blades of switch grass rustle and whisper in the breeze. Here and there small clumps of wild sweet cicely grow in the meadow, filling the air with a spicy scent.
- [00:14] Obvious paths: east, west.
- [00:14] Room Number: 1437
- [00:14] >
- [00:14] [go2]>west
- [00:14] You go west.
- [00:14] [Grassland Road, Meadow]
- [00:14] Acre after acre of rich farmland stretches off to the west. The gracefully swaying green of Elanthia's vast grasslands is spread out to the east. You also see a musk hog.
- [00:14] Obvious paths: east, northwest.
- [00:14] Room Number: 1438
- [00:14] >
- [00:14] [go2]>northwest
- [00:14] You go northwest.
- [00:14] [Grassland Road, Farmlands]
- [00:14] A patchwork quilt of wheat, oat, barley and fruit trees, neatly planted in rectangular plots, is laid out in all directions. Several Gor'Tog men are working here repairing a roadside fence. A black and gold banner is prominently displayed overhead, supported by two wooden posts.
- [00:14] Obvious paths: southeast, west.
- [00:14] Room Number: 1439
- [00:14] >
- [00:14] [go2]>west
- [00:14] You go west.
- [00:14] [Grassland Road, Farmlands]
- [00:14] A group of Gor'Tog farmers wielding mattocks and clodding beetles work at breaking up clumps of soil in a recently harrowed field. They pause in their task to stare at you as you pass by, not with any animosity, but also without any friendliness. You also see a musk hog, a musk hog, a musk hog, a musk hog, a musk hog, a musk hog and a musk hog.
- [00:14] Also here: Isylela and Geriscus.
- [00:14] Obvious paths: north, east, west.
- [00:14] Room Number: 1440
- [00:14] >
- [00:14] [go2]>west
- [00:14] You go west.
- [00:14] [Grassland Road, Orchard]
- [00:14] Short stocky trees laden with fruit and nuts have been planted in this small grove. A Gor'Tog man clad in a leather apron with a bulging pocket stands under one of the nut trees knocking against its branches with a long wooden stave. He quickly gathers up the fallen nuts, stuffing them into the pocket.
- [00:14] Obvious paths: east, southwest.
- [00:14] Room Number: 1441
- [00:14] >
- [00:14] [go2]>southwest
- [00:14] You run southwest.
- [00:14] [Grassland Road, Farmlands]
- [00:14] A young mongrel dog barks excitedly at you as you pass by several men who are sowing seeds that they carry in small straw baskets hung around their necks. An enormous black crow descends from a nearby walnut tree, flapping its strong wings a few times before proceeding to raid an unattended seed bag. The dog bounds off toward it, giving a few warning barks, sending the crow screeching angrily back to its perch in the trees.
- [00:14] Obvious paths: northeast, west.
- [00:14] Room Number: 1442
- [00:14] >
- [00:14] [go2]>west
- [00:14] You run west.
- [00:14] [Grassland Road, Farmlands]
- [00:14] Young crops of spelt and emmer wheat are arranged in neat strips and furlongs in this active field. A Gor'Tog farmer, walking alongside a primitive ard pulled by two oxen, heads down the road to the west, surveying the fields as he walks.
- [00:14] Obvious paths: east, west.
- [00:14] Room Number: 1443
- [00:14] >
- [00:14] [go2]>west
- [00:14] You run west.
- [00:14] [Grassland Road, Farmlands]
- [00:14] The whooshing sound of the sickle meets your ears as you pass by a group of farmers moving through the wheat cutting stalks. A group of binders follows them, gathering the stalks and tying them into sheaves ready to be taken to the village to dry. You also see a musk hog.
- [00:14] Obvious paths: east, northwest.
- [00:14] Room Number: 1444
- [00:14] >
- [00:14] [go2]>northwest
- [00:14] You run northwest.
- [00:14] [Grassland Path, Farmlands]
- [00:14] This wide empty field lies fallow for the year, containing nothing but some dried out brush and a few felled trees. A few Gor'Tog peasants work together cutting brush and hauling out stumps.
- [00:14] Obvious paths: southeast, northwest.
- [00:14] Room Number: 1445
- [00:14] >
- [00:14] [go2]>northwest
- [00:14] You run northwest.
- [00:14] [Grassland Path, Farmlands]
- [00:14] Rows of trellises support the twisting and twining stalks of pea and bean plants, their branches filled with plump hanging pods. Several aproned Gor'Tog women stoop over the vines pulling peas, laughing and gossiping with each other as they work. A thick rock wall angles from the west around to the south where you glimpse the sparkle from the waters of the Segoltha River.
- [00:14] Obvious paths: southeast, west.
- [00:14] Room Number: 1446
- [00:14] >
- [00:14] [go2]>west
- [00:14] You run west.
- [00:14] [Grassland Path, Village Gate]
- [00:14] A long rock wall extends east and west bordered by the grassland path. Beyond the wall you can make out the thatched rooftops of the village homesteads. The massive village gate stands open, its wooden beams painted with colorful gold and black stripes.
- [00:14] Obvious paths: east, west.
- [00:14] Room Number: 1447
- [00:14] >
- [00:14] [go2]>west
- [00:14] You run west.
- [00:14] [Grassland Path, Meadow]
- [00:14] The river rock wall of the Tiger Clan Home bends around from the east to the south. Thick growths of wild oats and wood meadow grasses spread out from either side of the path. Several small seed-eating birds cling to the tall stalks, swaying in the breeze as they delicately pick at the oats. The dirt path leads into a forest a short distance to the northwest.
- [00:14] Obvious paths: east, northwest.
- [00:14] Room Number: 1448
- [00:14] >
- [00:14] [go2]>northwest
- [00:14] You run northwest.
- [00:14] [Woodland Path, Forest's Edge]
- [00:14] The path leads into a stand of majestic hemlock trees, the brilliant green of their leaves setting them apart from their neighboring trees. A riotous growth of wildflowers provides a multicolored carpet along the forest's edge. You can see the walls of a mid-sized village nestled in the farmlands stretching to the east.
- [00:14] Obvious paths: southeast, south, west.
- [00:14] Room Number: 1449
- [00:14] >
- [00:14] [go2]>west
- [00:14] You run west.
- [00:14] [Woodland Path, Dense Forest]
- [00:14] A fallen thorn tree rests alongside the path, already covered with twisting vines and delicate moonwort ferns growing around it on the moist ground. The soft clicking of tiny woodland residents does little to break the deep hush of the forest.
- [00:14] Obvious paths: east, west.
- [00:14] Room Number: 1450
- [00:14] >
- [00:14] [go2]>west
- [00:14] You run west.
- [00:14] [Woodland Path, Brook]
- [00:14] A shallow brook cuts across the path here, meandering its way toward the wide Segoltha River to the south. Delicate water hyacinths and horsetail grasses flourish along the gurgling brook's pebbled shore. Dense growths of tall trees surround the area.
- [00:14] Obvious paths: east.
- [00:14] Room Number: 1451
- [00:14] >
- [00:14] [go2]>go brook
- [00:14] [Woodland Path, Brook]
- [00:14] This shallow stream would probably only come chest-high on a short Halfling. The water moves lazily southward, but the shifting, sharp rocky floor makes crossing uncomfortable.
- [00:14] Obvious paths: north, east, west.
- [00:14] Room Number: 1507
- [00:14] >
- [00:14] [go2]>west
- [00:14] Roundtime: 1 sec.
- [00:14] You splash west, moving sideways to the light current.
- [00:14] [Woodland Path, Brook]
- [00:14] The brook cuts a narrow path through tall walls of stately trees. The gentle lapping of the mild current against the rocky shore gives the area a sense of peace and tranquility. Soft-blowing breezes bring fresh clean scents from the rushing waters of the Segoltha River to the south.
- [00:14] Obvious paths: east, west.
- [00:14] Room Number: 1508
- [00:14] >
- [00:14] [go2]>west
- [00:14] Roundtime: 1 sec.
- [00:14] You splash west, moving sideways to the light current.
- [00:14] [Woodland Path, Brook]
- [00:14] Tall, elegant bamboo stalks stand erect along a shallow bubbling brook that divides the path here. A long-legged heron scrutinizes the water around its feet. With a quick dart of its beak, it grasps a small, struggling fish and gulps it down hungrily. You also see a leaning sign.
- [00:14] Obvious paths: west.
- [00:14] Room Number: 1509
- [00:14] >
- [00:14] [go2]>west
- [00:14] You go west.
- [00:14] [Woodland Path, Dense Forest]
- [00:14] The path leads from a narrow brook to the east twisting southwestward deeper into the forest. Yellow and gray-feathered flycatchers dart between the trees snatching unsuspecting insects from the air and occasionally pausing to rest on the downy velvetleaf plants that carpet the ground.
- [00:14] Obvious paths: east, southwest.
- [00:14] Room Number: 1510
- [00:14] >
- [00:14] [go2]>southwest
- [00:14] You go southwest.
- [00:14] [Woodland Path, Dense Forest]
- [00:14] Your eye is caught by a fluttering movement near the base of the trees. Dozens of white pine butterflies perform a graceful dance over creamcups and fairy slipper plants that grow in clusters there. Their fragile white wings sparkle iridescently from a single ray of sun that makes its way through the dense canopy of leaves overhead. You also see a rough timber cabin that has been burned halfway to the ground.
- [00:14] Obvious paths: northeast, west.
- [00:14] Room Number: 1511
- [00:14] >
- [00:14] [go2]>west
- [00:14] You go west.
- [00:14] [Woodland Path, Dense Forest]
- [00:14] A well-worn dirt path that travels eastward through the forest ends abruptly at this point. Towering trees spread out in all directions, standing silent and watchful like arboreal sentinels. Brambles and knotsweed cover the heavily shaded forest floor. You catch a glimpse of an ancient, crumbling tower through a break in the trees.
- [00:14] Obvious paths: north, east, south, southwest, west, northwest.
- [00:14] Room Number: 1512
- [00:14] >
- [00:14] [go2]>northwest
- [00:14] You go northwest.
- [00:14] [Dense Forest]
- [00:14] Large clumps of evergreen whortleberry bushes grow among the trees here, their deep green branches laden with blue-black berries. You also see a patch of brambles.
- [00:14] Obvious paths: east, southeast, south, southwest, west.
- [00:14] Room Number: 1513
- [00:14] >
- [00:14] [go2]>go bramble
- [00:14] [Wilderness, Deep Forest]
- [00:14] Broken and trampled branches are the only signs of a trail winding through this large bramble patch. The torn and bloody remnants of a cloak snagged on the sharp bramble needles mark a failed attempt to forge a new path.
- [00:14] Obvious paths: northeast, south.
- [00:14] Room Number: 6155
- [00:14] >
- [00:14] [go2]>northeast
- [00:14] You run northeast.
- [00:14] [Wilderness, Deep Forest]
- [00:14] A large bramble patch seems to block any hope of movement to the south. In the thick loam beneath the trees a barely visible path heads northeast. You also see a miniature silvered-black bull with a fluffy fur coat.
- [00:14] Obvious paths: northeast.
- [00:14] Room Number: 6150
- [00:14] >
- [00:14] [go2]>northeast
- [00:14] Tamfell just arrived.
- [00:14] >
- [00:14] Tamfell went through a bramble patch.
- [00:14] >
- [00:14] You run northeast.
- [00:14] [Wilderness, Deep Forest]
- [00:14] The trees thin out a little here giving more light to the undergrowth. Several clusters of bright red, sharp yellow and deep blue flowers help break up the green and brown monotony of the forest. To the north through the tree tops some mountain peaks are barely visible.
- [00:14] Obvious paths: north, southwest.
- [00:14] Room Number: 6151
- [00:14] >
- [00:14] [go2]>north
- [00:14] You run north.
- [00:14] [Wilderness, Deep Forest]
- [00:14] A jagged stump as large around as a table sticks dangerously out of the ground. It looks as if a group of mad lumberjacks hacked at a tree with hand axes before the upper portion finally ripped away from the stump. Leading from the stump, deep ruts in the ground head northeast.
- [00:14] Obvious paths: northeast, south.
- [00:14] Room Number: 6152
- [00:14] >
- [00:14] [go2]>northeast
- [00:14] You run northeast.
- [00:14] [Wilderness, Deep Forest]
- [00:14] The path is marred with deep ruts which lead to the ragged end of a large felled tree. Some of the tree's branches have gotten caught on the surrounding bushes preventing it from being dragged any further. Fortunately, the tree was shoved somewhat off the northern side of path giving barely enough room to continue northeast. You also see a pile of rocks.
- [00:14] Also here: Wrangler Epol.
- [00:14] Obvious paths: northeast, southwest.
- [00:14] Room Number: 6153
- [00:14] >
- [00:14] [go2]>climb tree
- [00:14] [Wilderness, Deep Forest]
- [00:14] A group of squirrels cavorts in the undergrowth and dry leaves. Suddenly one of them dashes part way up a tree, only to be soundly chittered at by the others. He dives down among them, rolling several end over end, before disappearing into a bush. You also see a large felled tree.
- [00:14] Obvious paths: northwest.
- [00:14] Room Number: 5705
- [00:14] >
- [00:14] [go2]>northwest
- [00:14] You run northwest.
- [00:14] [Wilderness, Deep Forest]
- [00:14] Nestled beneath some large ferns, an old lean-to offers a little protection from the elements. In front of it, a well-used fire pit and a poorly hidden cache of fire wood suggests that there are frequent visitors here.
- [00:14] Obvious paths: southeast, northwest.
- [00:14] Room Number: 5706
- [00:14] >
- [00:14] [go2]>northwest
- [00:14] You run northwest.
- [00:14] [Wilderness, Deep Forest]
- [00:14] Hundreds of bees fly in and out of this area, at times coming dangerously close. Their activity seems to be centered around a hollowed trunk which they've converted into a Gor'tog-sized hive.
- [00:14] Obvious paths: southeast, northwest.
- [00:14] Room Number: 5707
- [00:14] >
- [00:14] [go2]>northwest
- [00:14] You feel fully rested.
- [00:14] >
- [00:14] You go northwest.
- [00:14] [Wilderness, Deep Forest]
- [00:14] To the north, the dense forest is interrupted by a dry creek bed running roughly east and west. The edge of the creek has eroded creating a gentle slope down to the bed.
- [00:14] Obvious paths: southeast, down.
- [00:14] Room Number: 6160
- [00:14] >
- [00:14] [go2]>down
- [00:14] You go down.
- [00:14] [Wilderness, Dry Creek Bed]
- [00:14] It's been some time since water has flowed through this creek bed. The hollows and low points of the bed have filled with leaves and dirt. The southern lip of the creek has eroded creating a gentle slope up.
- [00:14] Obvious paths: east, northwest, up.
- [00:14] Room Number: 6161
- [00:14] >
- [00:14] [go2]>northwest
- [00:14] You go northwest.
- [00:14] [Wilderness, Dry Creek Bed]
- [00:14] In sharp contrast to the thriving forest to the north and south, a small, lanky flowering bush clings to life on the rocky bed. Though sunlight is plentiful, there is barely enough soil or water to sustain it.
- [00:14] Obvious paths: southeast, northwest.
- [00:14] Room Number: 6162
- [00:14] >
- [00:14] [go2]>northwest
- [00:14] You go northwest.
- [00:14] [Wilderness, Dry Creek Bed]
- [00:14] From the west, the sounds of flowing water and a flash of blue indicate that a river is close by. The silt and sand partially covering the creek bed and a few small pockets of fresh water suggest that the river level sometimes raises enough to allow water up this far.
- [00:14] Also here: Adonalsium and Hodierna's Fist Vadok.
- [00:14] Obvious paths: southeast, west.
- [00:14] Room Number: 6163
- [00:14] >
- [00:14] [go2: travel time: 0:01:07]
- [00:14] --- Lich: go2 has exited.
- [00:14] Vadok touches you.
- [00:14] You feel a warmth radiate from Vadok's touch.
- [00:14] You have a brief sensation that leaves your wounds tingling.
- [00:14] >
- [00:14] [hunting-buddy: ***STATUS*** EXECUTE pick pets 10]
- [00:14] --- Lich: pick active.
- [00:14] Blood pumping loudly, you whip about in a tumultuous fury.
- [00:14] >
- [00:14] [pick]>open my haversack
- [00:14] That is already open.
- [00:14] >
- [00:14] [pick]>open my carryall
- [00:14] That is already open.
- [00:14] >
- [00:14] [pick]>open my carryall
- [00:14] That is already open.
- [00:14] >
- [00:14] [pick]>rummage /B my haversack
- [00:14] You rummage through a heavy silk haversack looking for boxes and see a salt-stained iron crate.
- [00:14] >
- [00:14] [pick]>inv combat
- [00:14] All of your combat:
- [00:14]
- [00:14] a quilted heavy burlap hood with a reinforced design
- [00:14] a quilted heavy burlap mask with a reinforced design
- [00:14] a quilted heavy burlap shirt with a reinforced design
- [00:14] a small gryphon-pelt shield sealed with protective wax
- [00:14] a polished steel parry stick
- [00:14] some brass knuckles
- [00:14] some quilted heavy burlap gloves with a reinforced design
- [00:14] some light plate greaves
- [00:14] [Type INVENTORY HELP for more options]
- [00:14] >
- [00:14] [pick]>remove my quilted.hood
- [00:14] You take a quilted heavy burlap hood with a reinforced design off your head.
- [00:14] >
- [00:14] [pick]>stow my quilted.hood
- [00:14] >
- [00:14] You put your hood in your carryall.
- [00:14] >
- [00:14] Vadok begins to lecture you on the proper usage of the Stealth skill.
- [00:14] To learn from him, you must LISTEN TO Vadok.
- [00:14] (LISTEN HELP for more options)
- [00:14] >
- [00:14] [pick]>remove my quilted.mask
- [00:14] You begin to listen to Vadok teach the Stealth skill.
- [00:14] >
- [00:14] You remove a quilted heavy burlap mask with a reinforced design from your nose.
- [00:14] >
- [00:14] [pick]>stow my quilted.mask
- [00:14] You put your mask in your carryall.
- [00:14] >
- [00:14] [pick]>remove my quilted.shirt
- [00:14] You work your way out of a quilted heavy burlap shirt with a reinforced design.
- [00:14] >
- [00:14] [pick]>stow my quilted.shirt
- [00:14] You put your shirt in your carryall.
- [00:14] >
- [00:14] [pick]>remove my small.shield
- [00:14] You loosen the straps securing your small shield and remove it.
- [00:14] >
- [00:14] [pick]>stow my small.shield
- [00:14] You put your shield in your carryall.
- [00:14] >
- [00:14] [pick]>remove my brass.knuckles
- [00:14] You slide some brass knuckles off your hands.
- [00:14] >
- [00:14] [pick]>stow my brass.knuckles
- [00:14] You put your knuckles in your weapon harness.
- [00:14] >
- [00:14] [pick]>remove my quilted.gloves
- [00:14] You pull off some quilted heavy burlap gloves with a reinforced design from your hands.
- [00:14] >
- [00:14] [pick]>stow my quilted.gloves
- [00:14] You put your gloves in your carryall.
- [00:14] >
- [00:14] [pick]>sit
- [00:14] You sit down.
- [00:14] >
- [00:14] --- Lich: buff active.
- [00:14] [buff]>med focus
- [00:14] You begin to meditate upon the chakrel amulet, your inner fire swelling as you center your mind, body, and spirit.
- [00:14] Roundtime: 8 sec.
- [00:14] >
- [00:14] Vadok smiles at you.
- [00:14] >
- [00:14] Peering into the flame, you visualize the difficult feats you wish to perform.
- [00:14] >
- [00:14] You draw the flames close and bring forth an image of the complex task of disabling locks and traps.
- [00:14] >
- [00:14] Rikkon just arrived.
- [00:14] >
- [00:14] [buff]>stand
- [00:14] You stand back up.
- [00:14] >
- [00:14] Vadok just touched Rikkon.
- [00:14] >
- [00:14] Vadok begins to lecture Rikkon on the proper use of the Stealth skill.
- [00:14] >
- [00:14] Standing has disrupted your focus, leaving you vulnerable to physical harm.
- [00:14] >
- [00:14] Rikkon begins to listen to Vadok teach the Stealth skill.
- [00:14] >
- [00:14] You are already listening to someone. You may wish to STOP LISTENING.
- [00:14] >
- [00:14] --- Lich: buff has exited.
- [00:14] [pick]>get my crate from my haversack
- [00:14] >
- [00:14] You get a salt-stained iron crate from inside your haversack.
- [00:15] >
- [00:15] [pick]>disarm my crate identify
- [00:15] A glistening black square, surrounded by a tight ring of fibrous cord, catches your eye.
- [00:15] The trap has the edge on you, but you've got a good shot at disarming the iron crate.
- [00:15] Roundtime: 5 sec.
- [00:15] >
- [00:15] Vadok smiles at Rikkon.
- [00:15] >
- [00:15] [pick]>disarm my crate careful
- [00:15] You carefully work at disarming the crate.
- [00:15] You manage to work the contact fibers away from the cube of black powder lodged inside the lock casement.
- [00:15] You believe that the crate is not yet fully disarmed.
- [00:15] Roundtime: 14 sec.
- [00:15] >
- [00:15] With keen understanding and eloquence you secretly vow to master, Vadok easily illustrates a complicated aspect of Stealth.
- [00:15] >
- [00:15] [pick]>disarm my crate identify
- [00:15] Within the casing of the iron crate is a mesh bag, a very sharp blade poised to the side just within the structure of the crate. The bag twitches on occasion, leading you to believe the blade's presence likely to be a very bad thing.
- [00:15] You can disarm the iron crate with only minor troubles.
- [00:15] Roundtime: 8 sec.
- [00:15] >
- [00:15] Rikkon goes southeast.
- [00:15] >
- [00:15] [pick]>disarm my crate careful
- [00:15] You carefully work at disarming the crate.
- [00:15] After carefully pushing at the sharp blade for a while, you manage to bend it well away from the mesh bag.
- [00:15] Roundtime: 13 sec.
- [00:15] >
- [00:15] Your feet are dripping with water. Pools of it are forming all around you.
- [00:15] >
- [00:15] Blood pumping loudly, you whip about in a tumultuous fury.
- [00:15] >
- [00:15] [pick]>put my crate in my carryall
- [00:15] You put your crate in your carryall.
- [00:15] >
- [00:15] [pick]>get my quilted.hood
- [00:15] You get a quilted heavy burlap hood with a reinforced design from inside your carryall.
- [00:15] >
- [00:15] [pick]>wear my quilted.hood
- [00:15] You put a quilted heavy burlap hood with a reinforced design on your head.
- [00:15] >
- [00:15] [pick]>get my quilted.mask
- [00:15] You get a quilted heavy burlap mask with a reinforced design from inside your carryall.
- [00:15] >
- [00:15] [pick]>wear my quilted.mask
- [00:15] >
- [00:15] [pick]>get my quilted.shirt
- [00:15] You attach a quilted heavy burlap mask with a reinforced design to your nose.
- [00:15] >
- [00:15] You get a quilted heavy burlap shirt with a reinforced design from inside your carryall.
- [00:15] >
- [00:15] [pick]>wear my quilted.shirt
- [00:15] You work your way into a quilted heavy burlap shirt with a reinforced design.
- [00:15] >
- [00:15] [pick]>get my small.shield
- [00:15] You get a small gryphon-pelt shield sealed with protective wax from inside your carryall.
- [00:15] >
- [00:15] [pick]>wear my small.shield
- [00:15] You slide your left arm through the straps on your small shield and flex, gaining a feel for the shield's weight.
- [00:15] >
- [00:15] [pick]>get my brass.knuckles
- [00:15] You get some brass knuckles from inside your weapon harness.
- [00:15] >
- [00:15] [pick]>wear my brass.knuckles
- [00:15] You slide some brass knuckles onto your hands and clench your fists to secure the fit.
- [00:15] >
- [00:15] [pick]>get my quilted.gloves
- [00:15] You get some quilted heavy burlap gloves with a reinforced design from inside your carryall.
- [00:15] >
- [00:15] [pick]>wear my quilted.gloves
- [00:15] You slip some quilted heavy burlap gloves with a reinforced design onto your hands.
- [00:15] >
- [00:15] [pick]>sort auto head
- [00:15] Your inventory is now arranged in head-to-toe order.
- [00:15] >
- [00:15] [pick]>app my lockpick ring
- [00:15] The lockpick ring is made with metal.
- [00:15] The lockpick ring looks to be holding 25 lockpicks and it appears to be full.
- [00:15] It appears that the lockpick ring can be worn attached to a belt.
- [00:15] You are certain that the lockpick ring might weigh several tens of stones.
- [00:15] You are certain that the lockpick ring is worth exactly 3,000 Kronars.
- [00:15] Roundtime: 8 seconds.
- [00:15] >
- [00:15] --- Lich: pick has exited.
- [00:15] [hunting-buddy: ***STATUS*** EXECUTE pick]
- [00:15] Blood pumping loudly, you whip about in a tumultuous fury.
- [00:15] >
- [00:15] --- Lich: pick active.
- [00:15] [pick]>open my haversack
- [00:15] That is already open.
- [00:15] >
- [00:15] [pick]>open my carryall
- [00:15] That is already open.
- [00:15] >
- [00:15] [pick]>open my carryall
- [00:15] That is already open.
- [00:15] >
- [00:15] [pick]>rummage /B my haversack
- [00:15] You rummage through a heavy silk haversack looking for boxes but there is nothing in there like that.
- [00:15] >
- [00:15] [pick]>rummage /B my carryall
- [00:15] You rummage through a heavy silk carryall looking for boxes and see a salt-stained iron crate, a poorly made mahogany caddy, a crooked steel caddy, a misshaped driftwood strongbox, a deeply gouged oaken coffer, a greenish copper trunk, a moldy ironwood crate, a crust-covered driftwood chest, a mud-stained oaken box and a poorly made wooden casket.
- [00:15] >
- [00:15] [pick]>get my crate from my carryall
- [00:15] You get a salt-stained iron crate from inside your carryall.
- [00:15] >
- [00:15] [pick]>disarm my crate identify
- [00:15] >
- [00:15] An incredibly sharp blade rests off to the side in the casing of the crate, indicating the trap is no longer a danger.
- [00:15] Roundtime: 3 sec.
- [00:16] >
- [00:16] [pick]>disarm my crate careful
- [00:16] An incredibly sharp blade rests off to the side in the casing of the crate, indicating the trap is no longer a danger.
- [00:16] Roundtime: 3 sec.
- [00:16] >
- [00:16] [pick]>pick my crate blind
- [00:16] With a dramatic flourish, you pull out a strip of cloth and tie it around your head, covering your eyes.
- [00:16]
- [00:16] You then deftly remove a lockpick from the lockpick ring and begin to work at somehow blindly picking open the crate.
- [00:16] Your lack of knowledge of the lock hinders your initial efforts somewhat.
- [00:16] Your armor hinders your attempt.
- [00:16] Your brass knuckles hinders your attempt.
- [00:16] You are unable to make any progress towards opening the lock.
- [00:16] You return your lockpick to the lockpick ring.
- [00:16] Roundtime: 10 sec.
- [00:16] >
- [00:16] A few cold, grey clouds drift into the sky.
- [00:16] >
- [00:16] [pick]>pick my crate blind
- [00:16] With a dramatic flourish, you pull out a strip of cloth and tie it around your head, covering your eyes.
- [00:16]
- [00:16] You then deftly remove a lockpick from the lockpick ring and begin to work at somehow blindly picking open the crate.
- [00:16] Your lack of knowledge of the lock hinders your initial efforts somewhat.
- [00:16] Your armor hinders your attempt.
- [00:16] Your brass knuckles hinders your attempt.
- [00:16] You are unable to make any progress towards opening the lock.
- [00:16] You return your lockpick to the lockpick ring.
- [00:16] Roundtime: 11 sec.
- [00:16] >
- [00:16] Vadok articulately goes over several major points regarding advanced Stealth to you.
- [00:16] >
- [00:16] Dancing from one cloud to another, the sun wends its way towards evening.
- [00:16] >
- [00:16] [pick]>pick my crate blind
- [00:16] With a dramatic flourish, you pull out a strip of cloth and tie it around your head, covering your eyes.
- [00:16]
- [00:16] You then deftly remove a lockpick from the lockpick ring and begin to work at somehow blindly picking open the crate.
- [00:16] Your lack of knowledge of the lock hinders your initial efforts somewhat.
- [00:16] Your armor hinders your attempt.
- [00:16] Your brass knuckles hinders your attempt.
- [00:16] You are unable to make any progress towards opening the lock.
- [00:16] You quickly notice the lockpick is bent beyond practical use. With a grimace, you discard the now useless lockpick.
- [00:16] Roundtime: 8 sec.
- [00:16] >
- [00:16] Your feet are continuing to drip water everywhere.
- [00:16] >
- [00:16] [pick]>pick my crate blind
- [00:16] With a dramatic flourish, you pull out a strip of cloth and tie it around your head, covering your eyes.
- [00:16]
- [00:16] You then deftly remove a lockpick from the lockpick ring and begin to work at somehow blindly picking open the crate.
- [00:16] Your lack of knowledge of the lock hinders your initial efforts somewhat.
- [00:16] Your armor hinders your attempt.
- [00:16] Your brass knuckles hinders your attempt.
- [00:16] You are unable to make any progress towards opening the lock.
- [00:16] You return your lockpick to the lockpick ring.
- [00:16] Roundtime: 10 sec.
- [00:16] >
- [00:16] Adonalsium exhales softly on his sanowret crystal, and scintillating sparks of light dance across its surface.
- [00:16] >
- [00:16] [pick]>pick my crate blind
- [00:16] With a dramatic flourish, you pull out a strip of cloth and tie it around your head, covering your eyes.
- [00:16]
- [00:16] You then deftly remove a lockpick from the lockpick ring and begin to work at somehow blindly picking open the crate.
- [00:16] Your lack of knowledge of the lock hinders your initial efforts somewhat.
- [00:16] Your armor hinders your attempt.
- [00:16] Your brass knuckles hinders your attempt.
- [00:16] You are unable to make any progress towards opening the lock.
- [00:16]
- [00:16] You wince as you feel your lockpick bend in the lock. Hopefully it hasn't been weakened too badly.
- [00:16] You return your lockpick to the lockpick ring.
- [00:16] Roundtime: 10 sec.
- [00:16] >
- [00:16] Blood pumping loudly, you whip about in a tumultuous fury.
- [00:16] >
- [00:16] [sanowret-crystal]>exhale my sanowret crystal
- [00:16] [pick]>put my crate in my carryall
- [00:16] You exhale softly on your sanowret crystal, and scintillating sparks of light dance across its surface.
- [00:16] You hear in your mind a quiet recollection of wisdom. Though you think that you could get more knowledge if you were to GAZE into the crystal, you come away from the experience with a further understanding of Arcana as the scintillating lights fade again.
- [00:16] >
- [00:16] You put your crate in your carryall.
- [00:16] >
- [00:16] [pick]>open my crate
- [00:16] It is locked.
- [00:16] >
- [00:16] [pick]>dismantle my crate
- [00:16] You must be holding the object you wish to dismantle.
- [00:16] >
- [00:16] [pick: ***STOPPING DUE TO MINDLOCK***]
- [00:16] [pick]>app my lockpick ring
- [00:16] The lockpick ring is made with metal.
- [00:16] The lockpick ring looks to be holding 24 lockpicks and it might hold an additional 1.
- [00:16] It appears that the lockpick ring can be worn attached to a belt.
- [00:16] You guess that the lockpick ring might weigh several tens of stones.
- [00:16] You are certain that the lockpick ring is worth exactly 3,000 Kronars.
- [00:16] Roundtime: 8 seconds.
- [00:17] >
- [00:17] [pick]>wealth kronars
- [00:17] 61 silver, 111 bronze, and 116 copper Kronars (7,326 copper Kronars).
- [00:17] >
- [00:17] --- Lich: go2 active.
- [00:17] [go2: ETA: 0:00:10 (51 rooms to move through)]
- [00:17] [go2]>southeast
- [00:17] >
- [00:17] You go southeast.
- [00:17] [Wilderness, Dry Creek Bed]
- [00:17] In sharp contrast to the thriving forest to the north and south, a small, lanky flowering bush clings to life on the rocky bed. Though sunlight is plentiful, there is barely enough soil or water to sustain it.
- [00:17] Obvious paths: southeast, northwest.
- [00:17] Room Number: 6162
- [00:17] >
- [00:17] [go2]>southeast
- [00:17] You go southeast.
- [00:17] [Wilderness, Dry Creek Bed]
- [00:17] It's been some time since water has flowed through this creek bed. The hollows and low points of the bed have filled with leaves and dirt. The southern lip of the creek has eroded creating a gentle slope up.
- [00:17] Obvious paths: east, northwest, up.
- [00:17] Room Number: 6161
- [00:17] >
- [00:17] [go2]>up
- [00:17] You go up.
- [00:17] [Wilderness, Deep Forest]
- [00:17] To the north, the dense forest is interrupted by a dry creek bed running roughly east and west. The edge of the creek has eroded creating a gentle slope down to the bed.
- [00:17] Obvious paths: southeast, down.
- [00:17] Room Number: 6160
- [00:17] >
- [00:17] [go2]>southeast
- [00:17] You go southeast.
- [00:17] [Wilderness, Deep Forest]
- [00:17] Hundreds of bees fly in and out of this area, at times coming dangerously close. Their activity seems to be centered around a hollowed trunk which they've converted into a Gor'tog-sized hive.
- [00:17] Also here: Tamfell who is surrounded by a shimmering shield.
- [00:17] Obvious paths: southeast, northwest.
- [00:17] Room Number: 5707
- [00:17] >
- [00:17] [go2]>southeast
- [00:17] Tamfell runs northwest.
- [00:17] >
- [00:17] You run southeast.
- [00:17] [Wilderness, Deep Forest]
- [00:17] Nestled beneath some large ferns, an old lean-to offers a little protection from the elements. In front of it, a well-used fire pit and a poorly hidden cache of fire wood suggests that there are frequent visitors here.
- [00:17] Obvious paths: southeast, northwest.
- [00:17] Room Number: 5706
- [00:17] >
- [00:17] [go2]>southeast
- [00:17] You run southeast.
- [00:17] [Wilderness, Deep Forest]
- [00:17] A group of squirrels cavorts in the undergrowth and dry leaves. Suddenly one of them dashes part way up a tree, only to be soundly chittered at by the others. He dives down among them, rolling several end over end, before disappearing into a bush. You also see a large felled tree.
- [00:17] Obvious paths: northwest.
- [00:17] Room Number: 5705
- [00:17] >
- [00:17] [go2]>climb tree
- [00:17] [Wilderness, Deep Forest]
- [00:17] The path is marred with deep ruts which lead to the ragged end of a large felled tree. Some of the tree's branches have gotten caught on the surrounding bushes preventing it from being dragged any further. Fortunately, the tree was shoved somewhat off the northern side of path giving barely enough room to continue northeast.
- [00:17] Also here: Denyo who is darkened by an unnatural shadow.
- [00:17] Obvious paths: northeast, southwest.
- [00:17] Room Number: 6153
- [00:17] >
- [00:17] [go2]>southwest
- [00:17] You run southwest.
- [00:17] [Wilderness, Deep Forest]
- [00:17] A jagged stump as large around as a table sticks dangerously out of the ground. It looks as if a group of mad lumberjacks hacked at a tree with hand axes before the upper portion finally ripped away from the stump. Leading from the stump, deep ruts in the ground head northeast.
- [00:17] Obvious paths: northeast, south.
- [00:17] Room Number: 6152
- [00:17] >
- [00:17] [go2]>south
- [00:17] You run south.
- [00:17] [Wilderness, Deep Forest]
- [00:17] The trees thin out a little here giving more light to the undergrowth. Several clusters of bright red, sharp yellow and deep blue flowers help break up the green and brown monotony of the forest. To the north through the tree tops some mountain peaks are barely visible.
- [00:17] Obvious paths: north, southwest.
- [00:17] Room Number: 6151
- [00:17] >
- [00:17] [go2]>southwest
- [00:17] You run southwest.
- [00:17] [Wilderness, Deep Forest]
- [00:17] A large bramble patch seems to block any hope of movement to the south. In the thick loam beneath the trees a barely visible path heads northeast. You also see a miniature silvered-black bull with a fluffy fur coat.
- [00:17] Obvious paths: northeast.
- [00:17] Room Number: 6150
- [00:17] >
- [00:17] [go2]>go patch
- [00:17] [Wilderness, Deep Forest]
- [00:17] Broken and trampled branches are the only signs of a trail winding through this large bramble patch. The torn and bloody remnants of a cloak snagged on the sharp bramble needles mark a failed attempt to forge a new path.
- [00:17] Obvious paths: northeast, south.
- [00:17] Room Number: 6155
- [00:17] >
- [00:17] [go2]>south
- [00:17] You run south.
- [00:17] [Dense Forest]
- [00:17] Large clumps of evergreen whortleberry bushes grow among the trees here, their deep green branches laden with blue-black berries. You also see a patch of brambles.
- [00:17] Obvious paths: east, southeast, south, southwest, west.
- [00:17] Room Number: 1513
- [00:17] >
- [00:17] [go2]>southeast
- [00:17] You go southeast.
- [00:17] [Woodland Path, Dense Forest]
- [00:17] A well-worn dirt path that travels eastward through the forest ends abruptly at this point. Towering trees spread out in all directions, standing silent and watchful like arboreal sentinels. Brambles and knotsweed cover the heavily shaded forest floor. You catch a glimpse of an ancient, crumbling tower through a break in the trees.
- [00:17] Obvious paths: north, east, south, southwest, west, northwest.
- [00:17] Room Number: 1512
- [00:17] >
- [00:17] [go2]>east
- [00:17] You go east.
- [00:17] [Woodland Path, Dense Forest]
- [00:17] Your eye is caught by a fluttering movement near the base of the trees. Dozens of white pine butterflies perform a graceful dance over creamcups and fairy slipper plants that grow in clusters there. Their fragile white wings sparkle iridescently from a single ray of sun that makes its way through the dense canopy of leaves overhead. You also see a rough timber cabin that has been burned halfway to the ground.
- [00:17] Obvious paths: northeast, west.
- [00:17] Room Number: 1511
- [00:17] >
- [00:17] [go2]>northeast
- [00:17] You go northeast.
- [00:17] [Woodland Path, Dense Forest]
- [00:17] The path leads from a narrow brook to the east twisting southwestward deeper into the forest. Yellow and gray-feathered flycatchers dart between the trees snatching unsuspecting insects from the air and occasionally pausing to rest on the downy velvetleaf plants that carpet the ground.
- [00:17] Obvious paths: east, southwest.
- [00:17] Room Number: 1510
- [00:17] >
- [00:17] [go2]>east
- [00:17] You go east.
- [00:17] [Woodland Path, Brook]
- [00:17] Tall, elegant bamboo stalks stand erect along a shallow bubbling brook that divides the path here. A long-legged heron scrutinizes the water around its feet. With a quick dart of its beak, it grasps a small, struggling fish and gulps it down hungrily. You also see a leaning sign.
- [00:17] Obvious paths: west.
- [00:17] Room Number: 1509
- [00:17] >
- [00:17] [go2]>go brook
- [00:17] [Woodland Path, Brook]
- [00:17] The brook cuts a narrow path through tall walls of stately trees. The gentle lapping of the mild current against the rocky shore gives the area a sense of peace and tranquility. Soft-blowing breezes bring fresh clean scents from the rushing waters of the Segoltha River to the south.
- [00:17] Obvious paths: east, west.
- [00:17] Room Number: 1508
- [00:17] >
- [00:17] [go2]>east
- [00:17] Roundtime: 1 sec.
- [00:17] You splash east, moving sideways to the light current.
- [00:17] [Woodland Path, Brook]
- [00:17] This shallow stream would probably only come chest-high on a short Halfling. The water moves lazily southward, but the shifting, sharp rocky floor makes crossing uncomfortable.
- [00:17] Obvious paths: north, east, west.
- [00:17] Room Number: 1507
- [00:17] >
- [00:17] Jorvald just arrived.
- [00:17] >
- [00:17] Jorvald splashes west, moving sideways to the light current.
- [00:17] >
- [00:17] [go2]>east
- [00:17] Roundtime: 1 sec.
- [00:17] You splash east, moving sideways to the light current.
- [00:17] [Woodland Path, Brook]
- [00:17] A shallow brook cuts across the path here, meandering its way toward the wide Segoltha River to the south. Delicate water hyacinths and horsetail grasses flourish along the gurgling brook's pebbled shore. Dense growths of tall trees surround the area.
- [00:17] Obvious paths: east.
- [00:17] Room Number: 1451
- [00:17] >
- [00:17] You feel fully rested.
- [00:17] >
- [00:17] [go2]>east
- [00:17] You go east.
- [00:17] [Woodland Path, Dense Forest]
- [00:17] A fallen thorn tree rests alongside the path, already covered with twisting vines and delicate moonwort ferns growing around it on the moist ground. The soft clicking of tiny woodland residents does little to break the deep hush of the forest.
- [00:17] Obvious paths: east, west.
- [00:17] Room Number: 1450
- [00:17] >
- [00:17] [go2]>east
- [00:17] You go east.
- [00:17] [Woodland Path, Forest's Edge]
- [00:17] The path leads into a stand of majestic hemlock trees, the brilliant green of their leaves setting them apart from their neighboring trees. A riotous growth of wildflowers provides a multicolored carpet along the forest's edge. You can see the walls of a mid-sized village nestled in the farmlands stretching to the east.
- [00:17] Obvious paths: southeast, south, west.
- [00:17] Room Number: 1449
- [00:17] >
- [00:17] [go2]>southeast
- [00:17] You go southeast.
- [00:17] [Grassland Path, Meadow]
- [00:17] The river rock wall of the Tiger Clan Home bends around from the east to the south. Thick growths of wild oats and wood meadow grasses spread out from either side of the path. Several small seed-eating birds cling to the tall stalks, swaying in the breeze as they delicately pick at the oats. The dirt path leads into a forest a short distance to the northwest.
- [00:17] Obvious paths: east, northwest.
- [00:17] Room Number: 1448
- [00:17] >
- [00:17] [go2]>east
- [00:17] You go east.
- [00:17] [Grassland Path, Village Gate]
- [00:17] A long rock wall extends east and west bordered by the grassland path. Beyond the wall you can make out the thatched rooftops of the village homesteads. The massive village gate stands open, its wooden beams painted with colorful gold and black stripes.
- [00:17] Obvious paths: east, west.
- [00:17] Room Number: 1447
- [00:17] >
- [00:17] [go2]>east
- [00:17] >
- [00:17] You sense your combat accuracy decrease as the battle shifts before you.
- [00:17] >
- [00:17] You go east.
- [00:17] [Grassland Path, Farmlands]
- [00:17] Rows of trellises support the twisting and twining stalks of pea and bean plants, their branches filled with plump hanging pods. Several aproned Gor'Tog women stoop over the vines pulling peas, laughing and gossiping with each other as they work. A thick rock wall angles from the west around to the south where you glimpse the sparkle from the waters of the Segoltha River.
- [00:17] Obvious paths: southeast, west.
- [00:17] Room Number: 1446
- [00:17] >
- [00:17] [go2]>southeast
- [00:17] You go southeast.
- [00:17] [Grassland Path, Farmlands]
- [00:17] This wide empty field lies fallow for the year, containing nothing but some dried out brush and a few felled trees. A few Gor'Tog peasants work together cutting brush and hauling out stumps.
- [00:17] Obvious paths: southeast, northwest.
- [00:17] Room Number: 1445
- [00:17] >
- [00:17] [go2]>southeast
- [00:17] You go southeast.
- [00:17] [Grassland Road, Farmlands]
- [00:17] The whooshing sound of the sickle meets your ears as you pass by a group of farmers moving through the wheat cutting stalks. A group of binders follows them, gathering the stalks and tying them into sheaves ready to be taken to the village to dry.
- [00:17] Obvious paths: east, northwest.
- [00:17] Room Number: 1444
- [00:17] >
- [00:17] [go2]>east
- [00:17] You go east.
- [00:17] [Grassland Road, Farmlands]
- [00:17] Young crops of spelt and emmer wheat are arranged in neat strips and furlongs in this active field. A Gor'Tog farmer, walking alongside a primitive ard pulled by two oxen, heads down the road to the west, surveying the fields as he walks. You also see a musk hog.
- [00:17] Obvious paths: east, west.
- [00:17] Room Number: 1443
- [00:17] >
- [00:17] [go2]>east
- [00:17] You run east.
- [00:17] [Grassland Road, Farmlands]
- [00:17] A young mongrel dog barks excitedly at you as you pass by several men who are sowing seeds that they carry in small straw baskets hung around their necks. An enormous black crow descends from a nearby walnut tree, flapping its strong wings a few times before proceeding to raid an unattended seed bag. The dog bounds off toward it, giving a few warning barks, sending the crow screeching angrily back to its perch in the trees.
- [00:17] Obvious paths: northeast, west.
- [00:17] Room Number: 1442
- [00:17] >
- [00:17] [go2]>northeast
- [00:17] You run northeast.
- [00:17] [Grassland Road, Orchard]
- [00:17] Short stocky trees laden with fruit and nuts have been planted in this small grove. A Gor'Tog man clad in a leather apron with a bulging pocket stands under one of the nut trees knocking against its branches with a long wooden stave. He quickly gathers up the fallen nuts, stuffing them into the pocket. You also see a musk hog and a musk hog.
- [00:17] Obvious paths: east, southwest.
- [00:17] Room Number: 1441
- [00:17] >
- [00:17] [go2]>east
- [00:17] You run east.
- [00:17] [Grassland Road, Farmlands]
- [00:17] A group of Gor'Tog farmers wielding mattocks and clodding beetles work at breaking up clumps of soil in a recently harrowed field. They pause in their task to stare at you as you pass by, not with any animosity, but also without any friendliness. You also see a musk hog, a musk hog, a musk hog, a musk hog, a musk hog, a musk hog, a musk hog, a musk hog and a musk hog.
- [00:17] Also here: Arcane Lord Alzbar who has a stony visage, Isylela and Geriscus.
- [00:17] Obvious paths: north, east, west.
- [00:17] Room Number: 1440
- [00:17] >
- [00:17] [go2]>east
- [00:17] You run east.
- [00:17] [Grassland Road, Farmlands]
- [00:17] A patchwork quilt of wheat, oat, barley and fruit trees, neatly planted in rectangular plots, is laid out in all directions. Several Gor'Tog men are working here repairing a roadside fence. A black and gold banner is prominently displayed overhead, supported by two wooden posts. You also see a musk hog.
- [00:17] Obvious paths: southeast, west.
- [00:17] Room Number: 1439
- [00:17] >
- [00:17] [go2]>southeast
- [00:17] You run southeast.
- [00:17] [Grassland Road, Meadow]
- [00:17] Acre after acre of rich farmland stretches off to the west. The gracefully swaying green of Elanthia's vast grasslands is spread out to the east.
- [00:17] Obvious paths: east, northwest.
- [00:17] Room Number: 1438
- [00:17] >
- [00:17] [go2]>east
- [00:17] You run east.
- [00:17] [Grassland Road, Meadow]
- [00:17] Tall sharp blades of switch grass rustle and whisper in the breeze. Here and there small clumps of wild sweet cicely grow in the meadow, filling the air with a spicy scent.
- [00:17] Obvious paths: east, west.
- [00:17] Room Number: 1437
- [00:17] >
- [00:17] [go2]>east
- [00:17] You run east.
- [00:17] [Grassland Road, Meadow]
- [00:17] The vines of dewberry and blooming trumpet creeper twist and intertwine along the edge of the road, separating it from the vast stretch of grassland beyond. Far off to the east you can see the building tops of a large town.
- [00:17] Obvious paths: southeast, west.
- [00:17] Room Number: 1436
- [00:17] >
- [00:17] [go2]>southeast
- [00:17] You run southeast.
- [00:17] [Grassland Road, Meadow]
- [00:17] The road makes a slight bend through the grassy meadows brightened with sunny yellow creeping buttercup and milkweed pods bursting with snowy white fluff.
- [00:17] Obvious paths: east, south, northwest.
- [00:17] Room Number: 1435
- [00:17] >
- [00:17] [go2]>east
- [00:17] >
- [00:17] You run east.
- [00:17] [Grassland Road, Meadow]
- [00:17] A covered merchant's wagon trundles eastward, toward the high walls of the Crossing which are barely visible above their surrounding treetops. The Gor'Tog merchant gives you a polite nod as he urges his horses on at an eager pace. Meadows stretch out from either side of the path as far as the eye can see.
- [00:17] Obvious paths: east, west.
- [00:17] Room Number: 1434
- [00:17] >
- [00:17] [go2]>east
- [00:17] You run east.
- [00:17] [Grassland Road, Meadow]
- [00:17] An endless vista of meadows and grasslands stretches out to the west, traveled by this meandering dirt road compacted to a hard surface by years of trekking feet, hooves and wheels. A path leads to the bustling gate of the Crossing to the east.
- [00:17] Obvious paths: west.
- [00:17] Room Number: 1433
- [00:17] >
- [00:17] [go2]>go path
- [00:17] [Mycthengelde, Flatlands]
- [00:17] Well-worn paths lead through a grove of trees to a gate in The Crossing's western wall. Now and again you hear birds calling to one another in the branches, or the bustling of a merchant's cart as it makes its way past. A handful of adventurers nod at you in greeting as they make their way into town. An aromatic mix of wildflowers mingles with wyndwood, oak and juniper trees as the grove stretches north and south, while to the west, you can see grassy flatlands through a small clearing. You also see a wooden sign printed in large block letters, a path that heads westward toward the grasslands, a town wall, a narrow trail and the western gate.
- [00:17] Obvious paths: northwest.
- [00:17] Room Number: 1387
- [00:17] >
- [00:17] [go2]>go gate
- [00:17] [The Crossing, Western Gate]
- [00:17] Camels, oxen, and mules compete with Elves, Gor'Togs, and Humans to pass through the narrow gate which breaches the stone wall between town and the western reaches. The lowing of animals, and the bellowing of irate travelers become almost indistinguishable the more you listen. After a few minutes, so do the unmistakable odors of unwashed sojourners and domestic beasts of burden. It begins to dawn on you why folks are anxious to pass through customs, whatever the cost, as quickly as possible. You also see the Western Gate, the Guard House and some stone stairs leading to the top of the town wall.
- [00:17] Obvious paths: east.
- [00:17] Room Number: 866
- [00:17] >
- [00:17] [go2]>east
- [00:17] You run east.
- [00:17] [The Crossing, Goodwhate Pike]
- [00:17] Old woodframe buildings that appear to be vacant border the wide pike here. Heavy traffic has taken its toll, leaving deep ruts and almost demolishing the curb, so that the already decrepit mud-and-twig structures almost seem to spill out upon the road. You have no doubt that, during the height of the rainy season, they literally do. Directly west lies the Western Gate.
- [00:17] Obvious paths: east, south, west.
- [00:17] Room Number: 865
- [00:17] >
- [00:17] [go2]>east
- [00:17] You run east.
- [00:17] [The Crossing, Goodwhate Pike]
- [00:17] A long, barn-like structure hunkers just by the road here, wedged between the cobbled way and the high outer walls of town that lie just north. A very high, very wide double door leads in and from it the lowing of oxen, the whinnying of steeds and the braying of obstinate pack animals can be heard. An exotic-looking trader in a silk robe forcibly leads a recalcitrant camel from the building, almost knocking a nearby attendant to the ground. You also see a huge mound of manure.
- [00:17] Obvious paths: east, south, west.
- [00:17] Room Number: 864
- [00:17] >
- [00:17] [go2]>east
- [00:17] You go east.
- [00:17] [The Crossing, Goodwhate Pike]
- [00:17] The gates to the west, the river and Oxenwaithe Bridge to the east, the town walls and dense forests and scrub just beyond to the north - all serve as a reminder of the dichotomy between the untamed forces of nature and the works of mortals that life in Elanthia constantly confronts its inhabitants with. Such cosmic musings are soon cut short, however, as a foul-smelling Dwarf barbarian shoves aside a few passersby rudely and lumbers past.
- [00:17] Obvious paths: east, south, west.
- [00:17] Room Number: 863
- [00:17] >
- [00:17] [go2]>east
- [00:17] You go east.
- [00:17] [The Crossing, Oxenwaithe Bridge]
- [00:17] This bridge is wide and sturdy, its strong oaken planks weathered but in good repair. Across this span must stream all the traffic directly proceeding to or coming from the Northern and Western Tiers. Oxcarts laden with imports and exports rumble past.
- [00:17] Obvious paths: east, south, west.
- [00:17] Room Number: 862
- [00:17] >
- [00:17] [go2]>east
- [00:17] You go east.
- [00:17] [The Crossing, Clanthew Boulevard]
- [00:17] The meandering course of the River Oxenwaithe lies dead ahead. Wooden carts, powered by all manner of two- and four-legged beasts, rumble past, headed west towards the broad, well-worn planks of the Oxenwaithe Bridge and east into the heart of the Crossing. Groups of armed adventurers, mystics, merchants and rogues weave in and out of the wheeled and hoofed mobs.
- [00:17] Obvious paths: east.
- [00:17] Room Number: 772
- [00:17] >
- [00:17] [go2]>east
- [00:17] You go east.
- [00:17] [The Crossing, Clanthew Boulevard]
- [00:17] From the west comes the sound of currents rushing through a narrow river bend, while in the distance, just barely evident to the northwest, is a corner of the outer town wall, over which the calls of birds can be heard. Mingled among the sublime sounds of nature, are the equally sweet sounds reaching your ears from a small, unpretentious building set unobtrusively off to the south side of the road. You also see a small building.
- [00:17] Obvious paths: east, south, west.
- [00:17] Room Number: 771
- [00:17] >
- [00:17] [go2]>south
- [00:17] You run south.
- [00:17] [The Crossing, Sirenberry Row]
- [00:17] The daunting, austere structure of Academy Asemath, directly east, blocks out the light, and leaves the humble facade on the other side of the path in intermittent shade. Scholars and singers, teachers and troubadours, mimes and masters all saunter past, content in their mutual feelings of superiority. Round the corner, you can just spy a gaudy sign on a shop to the east.
- [00:17] Obvious paths: north, south.
- [00:17] Room Number: 773
- [00:17] >
- [00:17] [go2]>south
- [00:17] You run south.
- [00:17] [The Crossing, Lorethew Street]
- [00:17] The path here follows the curves of the Oxenwaithe, bringing you nearer to the swirling, dark currents. Along the bank, to the southwest, you make out several dinghies bobbing and straining at their moorings, in a doomed dance of freedom they can never win, except at the behest of some greedy ferryman or in the wake of a storm. You also see an old blind beggar that is sitting.
- [00:17] Obvious paths: north, east, south.
- [00:17] Room Number: 774
- [00:17] >
- [00:17] [go2]>south
- [00:17] You run south.
- [00:17] [The Crossing, Trollferry Approach]
- [00:17] This intersection leads north to Lorethew and Clanthew Streets, which provide access to the river crossing and to the guild headquarters to the north and to the east. The embankment of the river is built up slightly ahead, providing a small measure of protection against flooding, while also serving as the base for a crumbling, old pier. You also see the Crossing Outfitting Society Building.
- [00:17] Obvious paths: north, east, west.
- [00:17] Room Number: 775
- [00:17] >
- [00:17] [go2]>west
- [00:17] You run west.
- [00:17] [The Crossing, Trollferry Quay]
- [00:17] A dilapidated wooden pier juts out into the steel-grey waters of the Oxenwaithe River here. Several battered dinghies bounce up and down in time to the currents. In olden days this was a major ferry crossing, presided over by a loathsome and capricious troll. Now it is naught but a rotting ruin, as is no doubt the corpse of its former owner.
- [00:17] Obvious paths: east, south.
- [00:17] Room Number: 776
- [00:17] >
- [00:17] [go2]>south
- [00:17] You run south.
- [00:17] [The Crossing, Embankment]
- [00:17] Dark, swirling currents of the river rush by, headed southward toward ultimate merger with the mighty Segoltha River. Still darker, shadowy and inexplicably sinister figures hustle by you, noiselessly, passing in and out of a black, recessed doorway set almost invisibly into a nondescript wall along the curb.
- [00:17] Obvious paths: north, south.
- [00:17] Room Number: 777
- [00:17] >
- [00:17] [go2]>go door
- [00:17] [Ragge's Locksmithing, Salesroom]
- [00:17] Through the mingled gloom of shadows and tobacco smoke, you can barely make out the vague outlines of some rather sinister looking figures as they skulk in and out of a room to the east. On the heavily scarred counter, a single oil burning lamp provides the only pool of light in the room, which radiates only a few feet outward before being swallowed by the shadows. You also see the locksmith Ragge, a bookstand with a catalog on it, a large barrel and a heavily scarred counter.
- [00:17] Obvious exits: out.
- [00:17] Room Number: 19125
- [00:17] >
- [00:17] [go2: travel time: 0:00:19]
- [00:17] --- Lich: go2 has exited.
- [00:17] [pick]>buy ordinary lockpick
- [00:17] >
- [00:17] Ragge sighs. "Despite the rarity of this lockpick, I'm prepared to offer it to you for 125 kronars."
- [00:17] >
- [00:17] [pick]>offer 125
- [00:17]
- [00:17] Ragge hands over your lockpick.
- [00:17] >
- [00:17] [pick]>put my lockpick on my lockpick ring
- [00:17] You put an ordinary lockpick on your lockpick ring.
- [00:17] >
- [00:17] [pick]>out
- [00:17] You go out.
- [00:17] [The Crossing, Embankment]
- [00:17] Dark, swirling currents of the river rush by, headed southward toward ultimate merger with the mighty Segoltha River. Still darker, shadowy and inexplicably sinister figures hustle by you, noiselessly, passing in and out of a black, recessed doorway set almost invisibly into a nondescript wall along the curb.
- [00:17] Obvious paths: north, south.
- [00:17] Room Number: 777
- [00:17] >
- [00:17] --- Lich: pick has exited.
- [00:17] --- Lich: go2 active.
- [00:17] [go2: ETA: 0:00:09 (50 rooms to move through)]
- [00:17] [go2]>north
- [00:17] You go north.
- [00:17] [The Crossing, Trollferry Quay]
- [00:17] A dilapidated wooden pier juts out into the steel-grey waters of the Oxenwaithe River here. Several battered dinghies bounce up and down in time to the currents. In olden days this was a major ferry crossing, presided over by a loathsome and capricious troll. Now it is naught but a rotting ruin, as is no doubt the corpse of its former owner.
- [00:17] Obvious paths: east, south.
- [00:17] Room Number: 776
- [00:17] >
- [00:17] [go2]>east
- [00:17] You go east.
- [00:17] [The Crossing, Trollferry Approach]
- [00:17] This intersection leads north to Lorethew and Clanthew Streets, which provide access to the river crossing and to the guild headquarters to the north and to the east. The embankment of the river is built up slightly ahead, providing a small measure of protection against flooding, while also serving as the base for a crumbling, old pier. You also see the Crossing Outfitting Society Building.
- [00:17] Obvious paths: north, east, west.
- [00:17] Room Number: 775
- [00:17] >
- [00:17] [go2]>north
- [00:17] You go north.
- [00:17] [The Crossing, Lorethew Street]
- [00:17] The path here follows the curves of the Oxenwaithe, bringing you nearer to the swirling, dark currents. Along the bank, to the southwest, you make out several dinghies bobbing and straining at their moorings, in a doomed dance of freedom they can never win, except at the behest of some greedy ferryman or in the wake of a storm. You also see an old blind beggar that is sitting.
- [00:17] Obvious paths: north, east, south.
- [00:17] Room Number: 774
- [00:17] >
- [00:17] [go2]>north
- [00:17] You go north.
- [00:17] [The Crossing, Sirenberry Row]
- [00:17] The daunting, austere structure of Academy Asemath, directly east, blocks out the light, and leaves the humble facade on the other side of the path in intermittent shade. Scholars and singers, teachers and troubadours, mimes and masters all saunter past, content in their mutual feelings of superiority. Round the corner, you can just spy a gaudy sign on a shop to the east.
- [00:17] Obvious paths: north, south.
- [00:17] Room Number: 773
- [00:17] >
- [00:17] [go2]>north
- [00:17] You run north.
- [00:17] [The Crossing, Clanthew Boulevard]
- [00:17] From the west comes the sound of currents rushing through a narrow river bend, while in the distance, just barely evident to the northwest, is a corner of the outer town wall, over which the calls of birds can be heard. Mingled among the sublime sounds of nature, are the equally sweet sounds reaching your ears from a small, unpretentious building set unobtrusively off to the south side of the road. You also see a small building.
- [00:17] Obvious paths: east, south, west.
- [00:17] Room Number: 771
- [00:17] >
- [00:17] [go2]>west
- [00:17] Your feet are still soaked.
- [00:17] >
- [00:17] You run west.
- [00:17] [The Crossing, Clanthew Boulevard]
- [00:17] The meandering course of the River Oxenwaithe lies dead ahead. Wooden carts, powered by all manner of two- and four-legged beasts, rumble past, headed west towards the broad, well-worn planks of the Oxenwaithe Bridge and east into the heart of the Crossing. Groups of armed adventurers, mystics, merchants and rogues weave in and out of the wheeled and hoofed mobs.
- [00:17] Also here: Jorvald.
- [00:17] Obvious paths: east.
- [00:17] Room Number: 772
- [00:17] >
- [00:17] Jorvald runs east.
- [00:17] >
- [00:17] [go2]>go bridge
- [00:17] [The Crossing, Oxenwaithe Bridge]
- [00:17] This bridge is wide and sturdy, its strong oaken planks weathered but in good repair. Across this span must stream all the traffic directly proceeding to or coming from the Northern and Western Tiers. Oxcarts laden with imports and exports rumble past.
- [00:17] Obvious paths: east, south, west.
- [00:17] Room Number: 862
- [00:17] >
- [00:17] [go2]>west
- [00:17] You run west.
- [00:17] [The Crossing, Goodwhate Pike]
- [00:17] The gates to the west, the river and Oxenwaithe Bridge to the east, the town walls and dense forests and scrub just beyond to the north - all serve as a reminder of the dichotomy between the untamed forces of nature and the works of mortals that life in Elanthia constantly confronts its inhabitants with. Such cosmic musings are soon cut short, however, as a foul-smelling Dwarf barbarian shoves aside a few passersby rudely and lumbers past.
- [00:17] Obvious paths: east, south, west.
- [00:17] Room Number: 863
- [00:17] >
- [00:17] [go2]>west
- [00:17] You run west.
- [00:17] [The Crossing, Goodwhate Pike]
- [00:17] A long, barn-like structure hunkers just by the road here, wedged between the cobbled way and the high outer walls of town that lie just north. A very high, very wide double door leads in and from it the lowing of oxen, the whinnying of steeds and the braying of obstinate pack animals can be heard. An exotic-looking trader in a silk robe forcibly leads a recalcitrant camel from the building, almost knocking a nearby attendant to the ground. You also see a huge mound of manure.
- [00:17] Obvious paths: east, south, west.
- [00:17] Room Number: 864
- [00:17] >
- [00:17] [go2]>west
- [00:17] You run west.
- [00:17] [The Crossing, Goodwhate Pike]
- [00:17] Old woodframe buildings that appear to be vacant border the wide pike here. Heavy traffic has taken its toll, leaving deep ruts and almost demolishing the curb, so that the already decrepit mud-and-twig structures almost seem to spill out upon the road. You have no doubt that, during the height of the rainy season, they literally do. Directly west lies the Western Gate.
- [00:17] Obvious paths: east, south, west.
- [00:17] Room Number: 865
- [00:17] >
- [00:17] [go2]>west
- [00:17] You run west.
- [00:17] [The Crossing, Western Gate]
- [00:17] Camels, oxen, and mules compete with Elves, Gor'Togs, and Humans to pass through the narrow gate which breaches the stone wall between town and the western reaches. The lowing of animals, and the bellowing of irate travelers become almost indistinguishable the more you listen. After a few minutes, so do the unmistakable odors of unwashed sojourners and domestic beasts of burden. It begins to dawn on you why folks are anxious to pass through customs, whatever the cost, as quickly as possible. You also see the Western Gate, the Guard House and some stone stairs leading to the top of the town wall.
- [00:17] Obvious paths: east.
- [00:17] Room Number: 866
- [00:17] >
- [00:17] [go2]>go gate
- [00:17] >
- [00:17] [Mycthengelde, Flatlands]
- [00:17] Well-worn paths lead through a grove of trees to a gate in The Crossing's western wall. Now and again you hear birds calling to one another in the branches, or the bustling of a merchant's cart as it makes its way past. A handful of adventurers nod at you in greeting as they make their way into town. An aromatic mix of wildflowers mingles with wyndwood, oak and juniper trees as the grove stretches north and south, while to the west, you can see grassy flatlands through a small clearing. You also see a wooden sign printed in large block letters, a path that heads westward toward the grasslands, a town wall, a narrow trail and the western gate.
- [00:17] Obvious paths: northwest.
- [00:17] Room Number: 1387
- [00:17] >
- [00:17] [go2]>go path
- [00:17] [Grassland Road, Meadow]
- [00:17] An endless vista of meadows and grasslands stretches out to the west, traveled by this meandering dirt road compacted to a hard surface by years of trekking feet, hooves and wheels. A path leads to the bustling gate of the Crossing to the east.
- [00:17] Obvious paths: west.
- [00:17] Room Number: 1433
- [00:17] >
- [00:17] [go2]>west
- [00:17] You run west.
- [00:17] [Grassland Road, Meadow]
- [00:17] A covered merchant's wagon trundles eastward, toward the high walls of the Crossing which are barely visible above their surrounding treetops. The Gor'Tog merchant gives you a polite nod as he urges his horses on at an eager pace. Meadows stretch out from either side of the path as far as the eye can see.
- [00:17] Obvious paths: east, west.
- [00:17] Room Number: 1434
- [00:17] >
- [00:17] [go2]>west
- [00:17] You run west.
- [00:17] [Grassland Road, Meadow]
- [00:17] The road makes a slight bend through the grassy meadows brightened with sunny yellow creeping buttercup and milkweed pods bursting with snowy white fluff.
- [00:17] Obvious paths: east, south, northwest.
- [00:17] Room Number: 1435
- [00:17] >
- [00:17] [go2]>northwest
- [00:17] You run northwest.
- [00:17] [Grassland Road, Meadow]
- [00:17] The vines of dewberry and blooming trumpet creeper twist and intertwine along the edge of the road, separating it from the vast stretch of grassland beyond. Far off to the east you can see the building tops of a large town.
- [00:17] Obvious paths: southeast, west.
- [00:17] Room Number: 1436
- [00:17] >
- [00:17] [go2]>west
- [00:17] You run west.
- [00:17] [Grassland Road, Meadow]
- [00:17] Tall sharp blades of switch grass rustle and whisper in the breeze. Here and there small clumps of wild sweet cicely grow in the meadow, filling the air with a spicy scent.
- [00:17] Obvious paths: east, west.
- [00:17] Room Number: 1437
- [00:17] >
- [00:17] [go2]>west
- [00:17] You run west.
- [00:17] [Grassland Road, Meadow]
- [00:17] Acre after acre of rich farmland stretches off to the west. The gracefully swaying green of Elanthia's vast grasslands is spread out to the east.
- [00:17] Obvious paths: east, northwest.
- [00:17] Room Number: 1438
- [00:17] >
- [00:17] [go2]>northwest
- [00:17] Your pulse shudders and you begin to lose the violent rage churning inside!
- [00:17] >
- [00:17] You run northwest.
- [00:17] [Grassland Road, Farmlands]
- [00:17] A patchwork quilt of wheat, oat, barley and fruit trees, neatly planted in rectangular plots, is laid out in all directions. Several Gor'Tog men are working here repairing a roadside fence. A black and gold banner is prominently displayed overhead, supported by two wooden posts. You also see a musk hog.
- [00:17] Obvious paths: southeast, west.
- [00:17] Room Number: 1439
- [00:17] >
- [00:17] [go2]>west
- [00:17] You run west.
- [00:17] [Grassland Road, Farmlands]
- [00:17] A group of Gor'Tog farmers wielding mattocks and clodding beetles work at breaking up clumps of soil in a recently harrowed field. They pause in their task to stare at you as you pass by, not with any animosity, but also without any friendliness. You also see a musk hog, a musk hog, a musk hog, a musk hog, a musk hog, a musk hog, a musk hog, a musk hog and a musk hog.
- [00:17] Also here: Arcane Lord Alzbar who has a stony visage, Isylela and Geriscus.
- [00:17] Obvious paths: north, east, west.
- [00:17] Room Number: 1440
- [00:17] >
- [00:17] [go2]>west
- [00:17] You run west.
- [00:17] [Grassland Road, Orchard]
- [00:17] Short stocky trees laden with fruit and nuts have been planted in this small grove. A Gor'Tog man clad in a leather apron with a bulging pocket stands under one of the nut trees knocking against its branches with a long wooden stave. He quickly gathers up the fallen nuts, stuffing them into the pocket. You also see a musk hog and a musk hog.
- [00:17] Obvious paths: east, southwest.
- [00:17] Room Number: 1441
- [00:17] >
- [00:17] [go2]>southwest
- [00:17] You run southwest.
- [00:17] [Grassland Road, Farmlands]
- [00:17] A young mongrel dog barks excitedly at you as you pass by several men who are sowing seeds that they carry in small straw baskets hung around their necks. An enormous black crow descends from a nearby walnut tree, flapping its strong wings a few times before proceeding to raid an unattended seed bag. The dog bounds off toward it, giving a few warning barks, sending the crow screeching angrily back to its perch in the trees.
- [00:17] Obvious paths: northeast, west.
- [00:17] Room Number: 1442
- [00:17] >
- [00:17] [go2]>west
- [00:17] You run west.
- [00:17] [Grassland Road, Farmlands]
- [00:17] Young crops of spelt and emmer wheat are arranged in neat strips and furlongs in this active field. A Gor'Tog farmer, walking alongside a primitive ard pulled by two oxen, heads down the road to the west, surveying the fields as he walks. You also see a musk hog.
- [00:17] Obvious paths: east, west.
- [00:17] Room Number: 1443
- [00:17] >
- [00:17] [go2]>west
- [00:17] You run west.
- [00:17] [Grassland Road, Farmlands]
- [00:17] The whooshing sound of the sickle meets your ears as you pass by a group of farmers moving through the wheat cutting stalks. A group of binders follows them, gathering the stalks and tying them into sheaves ready to be taken to the village to dry.
- [00:17] Obvious paths: east, northwest.
- [00:17] Room Number: 1444
- [00:17] >
- [00:17] [go2]>northwest
- [00:17] >
- [00:17] You run northwest.
- [00:17] [Grassland Path, Farmlands]
- [00:17] This wide empty field lies fallow for the year, containing nothing but some dried out brush and a few felled trees. A few Gor'Tog peasants work together cutting brush and hauling out stumps.
- [00:17] Obvious paths: southeast, northwest.
- [00:17] Room Number: 1445
- [00:17] >
- [00:17] [go2]>northwest
- [00:17] Tamfell just arrived.
- [00:17] >
- [00:17] You run northwest.
- [00:17] [Grassland Path, Farmlands]
- [00:17] Rows of trellises support the twisting and twining stalks of pea and bean plants, their branches filled with plump hanging pods. Several aproned Gor'Tog women stoop over the vines pulling peas, laughing and gossiping with each other as they work. A thick rock wall angles from the west around to the south where you glimpse the sparkle from the waters of the Segoltha River.
- [00:17] Obvious paths: southeast, west.
- [00:17] Room Number: 1446
- [00:17] >
- [00:17] [go2]>west
- [00:17] You run west.
- [00:17] [Grassland Path, Village Gate]
- [00:17] A long rock wall extends east and west bordered by the grassland path. Beyond the wall you can make out the thatched rooftops of the village homesteads. The massive village gate stands open, its wooden beams painted with colorful gold and black stripes.
- [00:17] Obvious paths: east, west.
- [00:17] Room Number: 1447
- [00:17] >
- [00:17] [go2]>west
- [00:17] You run west.
- [00:17] [Grassland Path, Meadow]
- [00:17] The river rock wall of the Tiger Clan Home bends around from the east to the south. Thick growths of wild oats and wood meadow grasses spread out from either side of the path. Several small seed-eating birds cling to the tall stalks, swaying in the breeze as they delicately pick at the oats. The dirt path leads into a forest a short distance to the northwest.
- [00:17] Obvious paths: east, northwest.
- [00:17] Room Number: 1448
- [00:17] >
- [00:17] [go2]>northwest
- [00:17] You run northwest.
- [00:17] [Woodland Path, Forest's Edge]
- [00:17] The path leads into a stand of majestic hemlock trees, the brilliant green of their leaves setting them apart from their neighboring trees. A riotous growth of wildflowers provides a multicolored carpet along the forest's edge. You can see the walls of a mid-sized village nestled in the farmlands stretching to the east.
- [00:17] Obvious paths: southeast, south, west.
- [00:17] Room Number: 1449
- [00:17] >
- [00:17] [go2]>west
- [00:17] >
- [00:17] You run west.
- [00:17] [Woodland Path, Dense Forest]
- [00:17] A fallen thorn tree rests alongside the path, already covered with twisting vines and delicate moonwort ferns growing around it on the moist ground. The soft clicking of tiny woodland residents does little to break the deep hush of the forest.
- [00:17] Obvious paths: east, west.
- [00:17] Room Number: 1450
- [00:17] >
- [00:17] [go2]>west
- [00:17] You run west.
- [00:17] [Woodland Path, Brook]
- [00:17] A shallow brook cuts across the path here, meandering its way toward the wide Segoltha River to the south. Delicate water hyacinths and horsetail grasses flourish along the gurgling brook's pebbled shore. Dense growths of tall trees surround the area.
- [00:17] Obvious paths: east.
- [00:17] Room Number: 1451
- [00:17] >
- [00:17] [go2]>go brook
- [00:17] [Woodland Path, Brook]
- [00:17] This shallow stream would probably only come chest-high on a short Halfling. The water moves lazily southward, but the shifting, sharp rocky floor makes crossing uncomfortable.
- [00:17] Obvious paths: north, east, west.
- [00:17] Room Number: 1507
- [00:17] >
- [00:17] [go2]>west
- [00:17] Roundtime: 1 sec.
- [00:17] You splash west, moving sideways to the light current.
- [00:17] [Woodland Path, Brook]
- [00:17] The brook cuts a narrow path through tall walls of stately trees. The gentle lapping of the mild current against the rocky shore gives the area a sense of peace and tranquility. Soft-blowing breezes bring fresh clean scents from the rushing waters of the Segoltha River to the south.
- [00:17] Obvious paths: east, west.
- [00:17] Room Number: 1508
- [00:17] >
- [00:17] [go2]>west
- [00:17] Roundtime: 1 sec.
- [00:17] You splash west, moving sideways to the light current.
- [00:17] [Woodland Path, Brook]
- [00:17] Tall, elegant bamboo stalks stand erect along a shallow bubbling brook that divides the path here. A long-legged heron scrutinizes the water around its feet. With a quick dart of its beak, it grasps a small, struggling fish and gulps it down hungrily. You also see a leaning sign.
- [00:17] Obvious paths: west.
- [00:17] Room Number: 1509
- [00:17] >
- [00:17] Your teacher is not here, so you are no longer learning anything.
- [00:17] >
- [00:17] [go2]>west
- [00:17] You go west.
- [00:17] [Woodland Path, Dense Forest]
- [00:17] The path leads from a narrow brook to the east twisting southwestward deeper into the forest. Yellow and gray-feathered flycatchers dart between the trees snatching unsuspecting insects from the air and occasionally pausing to rest on the downy velvetleaf plants that carpet the ground.
- [00:17] Obvious paths: east, southwest.
- [00:17] Room Number: 1510
- [00:17] >
- [00:17] [go2]>southwest
- [00:17] You go southwest.
- [00:17] [Woodland Path, Dense Forest]
- [00:17] Your eye is caught by a fluttering movement near the base of the trees. Dozens of white pine butterflies perform a graceful dance over creamcups and fairy slipper plants that grow in clusters there. Their fragile white wings sparkle iridescently from a single ray of sun that makes its way through the dense canopy of leaves overhead. You also see a rough timber cabin that has been burned halfway to the ground.
- [00:17] Obvious paths: northeast, west.
- [00:17] Room Number: 1511
- [00:17] >
- [00:17] [go2]>west
- [00:17] You go west.
- [00:17] [Woodland Path, Dense Forest]
- [00:17] A well-worn dirt path that travels eastward through the forest ends abruptly at this point. Towering trees spread out in all directions, standing silent and watchful like arboreal sentinels. Brambles and knotsweed cover the heavily shaded forest floor. You catch a glimpse of an ancient, crumbling tower through a break in the trees.
- [00:17] Obvious paths: north, east, south, southwest, west, northwest.
- [00:17] Room Number: 1512
- [00:17] >
- [00:17] [go2]>northwest
- [00:17] You go northwest.
- [00:17] [Dense Forest]
- [00:17] Large clumps of evergreen whortleberry bushes grow among the trees here, their deep green branches laden with blue-black berries. You also see a patch of brambles.
- [00:17] Obvious paths: east, southeast, south, southwest, west.
- [00:17] Room Number: 1513
- [00:17] >
- [00:17] [go2]>go bramble
- [00:17] [Wilderness, Deep Forest]
- [00:17] Broken and trampled branches are the only signs of a trail winding through this large bramble patch. The torn and bloody remnants of a cloak snagged on the sharp bramble needles mark a failed attempt to forge a new path.
- [00:17] Obvious paths: northeast, south.
- [00:17] Room Number: 6155
- [00:17] >
- [00:17] [go2]>northeast
- [00:17] You run northeast.
- [00:17] [Wilderness, Deep Forest]
- [00:17] A large bramble patch seems to block any hope of movement to the south. In the thick loam beneath the trees a barely visible path heads northeast. You also see a miniature silvered-black bull with a fluffy fur coat.
- [00:17] Obvious paths: northeast.
- [00:17] Room Number: 6150
- [00:17] >
- [00:17] [go2]>northeast
- [00:17] You feel fully rested.
- [00:17] >
- [00:17] You run northeast.
- [00:17] [Wilderness, Deep Forest]
- [00:17] The trees thin out a little here giving more light to the undergrowth. Several clusters of bright red, sharp yellow and deep blue flowers help break up the green and brown monotony of the forest. To the north through the tree tops some mountain peaks are barely visible.
- [00:17] Obvious paths: north, southwest.
- [00:17] Room Number: 6151
- [00:17] >
- [00:17] [go2]>north
- [00:17] You run north.
- [00:17] [Wilderness, Deep Forest]
- [00:17] A jagged stump as large around as a table sticks dangerously out of the ground. It looks as if a group of mad lumberjacks hacked at a tree with hand axes before the upper portion finally ripped away from the stump. Leading from the stump, deep ruts in the ground head northeast.
- [00:17] Obvious paths: northeast, south.
- [00:17] Room Number: 6152
- [00:17] >
- [00:17] [go2]>northeast
- [00:17] You run northeast.
- [00:17] [Wilderness, Deep Forest]
- [00:17] The path is marred with deep ruts which lead to the ragged end of a large felled tree. Some of the tree's branches have gotten caught on the surrounding bushes preventing it from being dragged any further. Fortunately, the tree was shoved somewhat off the northern side of path giving barely enough room to continue northeast.
- [00:17] Also here: Denyo who is darkened by an unnatural shadow.
- [00:17] Obvious paths: northeast, southwest.
- [00:17] Room Number: 6153
- [00:17] >
- [00:17] [go2]>climb tree
- [00:17] [Wilderness, Deep Forest]
- [00:17] A group of squirrels cavorts in the undergrowth and dry leaves. Suddenly one of them dashes part way up a tree, only to be soundly chittered at by the others. He dives down among them, rolling several end over end, before disappearing into a bush. You also see a large felled tree.
- [00:17] Obvious paths: northwest.
- [00:17] Room Number: 5705
- [00:17] >
- [00:17] [go2]>northwest
- [00:17] You run northwest.
- [00:17] [Wilderness, Deep Forest]
- [00:17] Nestled beneath some large ferns, an old lean-to offers a little protection from the elements. In front of it, a well-used fire pit and a poorly hidden cache of fire wood suggests that there are frequent visitors here.
- [00:17] Obvious paths: southeast, northwest.
- [00:17] Room Number: 5706
- [00:17] >
- [00:17] [go2]>northwest
- [00:17] You run northwest.
- [00:17] [Wilderness, Deep Forest]
- [00:17] Hundreds of bees fly in and out of this area, at times coming dangerously close. Their activity seems to be centered around a hollowed trunk which they've converted into a Gor'tog-sized hive.
- [00:17] Obvious paths: southeast, northwest.
- [00:17] Room Number: 5707
- [00:17] >
- [00:17] [go2]>northwest
- [00:17] >
- [00:17] You run northwest.
- [00:17] [Wilderness, Deep Forest]
- [00:17] To the north, the dense forest is interrupted by a dry creek bed running roughly east and west. The edge of the creek has eroded creating a gentle slope down to the bed.
- [00:17] Obvious paths: southeast, down.
- [00:17] Room Number: 6160
- [00:17] >
- [00:17] [go2]>down
- [00:17] You run down.
- [00:17] [Wilderness, Dry Creek Bed]
- [00:17] It's been some time since water has flowed through this creek bed. The hollows and low points of the bed have filled with leaves and dirt. The southern lip of the creek has eroded creating a gentle slope up.
- [00:17] Obvious paths: east, northwest, up.
- [00:17] Room Number: 6161
- [00:17] >
- [00:17] [go2]>northwest
- [00:17] You run northwest.
- [00:17] [Wilderness, Dry Creek Bed]
- [00:17] In sharp contrast to the thriving forest to the north and south, a small, lanky flowering bush clings to life on the rocky bed. Though sunlight is plentiful, there is barely enough soil or water to sustain it.
- [00:17] Obvious paths: southeast, northwest.
- [00:17] Room Number: 6162
- [00:17] >
- [00:17] [go2]>northwest
- [00:17] You run northwest.
- [00:17] [Wilderness, Dry Creek Bed]
- [00:17] From the west, the sounds of flowing water and a flash of blue indicate that a river is close by. The silt and sand partially covering the creek bed and a few small pockets of fresh water suggest that the river level sometimes raises enough to allow water up this far.
- [00:17] Also here: Adonalsium and Hodierna's Fist Vadok.
- [00:17] Obvious paths: southeast, west.
- [00:17] Room Number: 6163
- [00:17] >
- [00:17] [go2: travel time: 0:00:19]
- [00:17] --- Lich: go2 has exited.
- [00:17] Vadok touches you.
- [00:17] You feel a warmth radiate from Vadok's touch.
- [00:17] You have a brief sensation that leaves your wounds tingling.
- [00:17] >
- [00:17] [hunting-buddy]>inv combat
- [00:17] All of your combat:
- [00:17]
- [00:17] a quilted heavy burlap hood with a reinforced design
- [00:17] a quilted heavy burlap mask with a reinforced design
- [00:17] a quilted heavy burlap shirt with a reinforced design
- [00:17] a small gryphon-pelt shield sealed with protective wax
- [00:17] a polished steel parry stick
- [00:17] some brass knuckles
- [00:17] some quilted heavy burlap gloves with a reinforced design
- [00:17] some light plate greaves
- [00:17] [Type INVENTORY HELP for more options]
- [00:17] >
- [00:17] [hunting-buddy]>remove my light.greaves
- [00:17] You remove some light plate greaves from your legs.
- [00:17] >
- [00:17] [hunting-buddy]>stow my light.greaves
- [00:17] You put your greaves in your carryall.
- [00:17] >
- [00:17] [hunting-buddy]>get my quilted.pants
- [00:17] You get some quilted heavy burlap pants with a reinforced design from inside your carryall.
- [00:17] >
- [00:17] [hunting-buddy]>wear my quilted.pants
- [00:17] You attach some quilted heavy burlap pants with a reinforced design to your legs.
- [00:17] >
- [00:17] [hunting-buddy]>sort auto head
- [00:17] Blood pumping loudly, you whip about in a tumultuous fury.
- [00:17] >
- [00:17] You feel fully rested.
- [00:17] >
- [00:17] --- Lich: hunting-buddy has exited.
- [00:17] --- Lich: safe-room active.
- [00:17] Your inventory is now arranged in head-to-toe order.
- [00:17] >
- [00:17] [safe-room]>health
- [00:17] Vadok begins to lecture you on the proper usage of the Stealth skill.
- [00:17] To learn from him, you must LISTEN TO Vadok.
- [00:17] (LISTEN HELP for more options)
- [00:17] >
- [00:17] Your body feels at full strength.
- [00:17] Your spirit feels full of life.
- [00:17] You have no significant injuries.
- [00:17]
- [00:17] >
- [00:17] You begin to listen to Vadok teach the Stealth skill.
- [00:17] >
- [00:17] [safe-room: ***STATUS*** No wounds, skipping healing]
- [00:17] --- Lich: safe-room has exited.
- [00:17] --- Lich: crossing-repair active.
- [00:17] [crossing-repair]>inv combat
- [00:17] All of your combat:
- [00:17]
- [00:17] a quilted heavy burlap hood with a reinforced design
- [00:17] a quilted heavy burlap mask with a reinforced design
- [00:17] a quilted heavy burlap shirt with a reinforced design
- [00:17] a small gryphon-pelt shield sealed with protective wax
- [00:17] a polished steel parry stick
- [00:17] some brass knuckles
- [00:17] some quilted heavy burlap gloves with a reinforced design
- [00:17] some quilted heavy burlap pants with a reinforced design
- [00:17] [Type INVENTORY HELP for more options]
- [00:17] >
- [00:17] [crossing-repair]>sort auto head
- [00:17] Your inventory is now arranged in head-to-toe order.
- [00:17] >
- [00:17] [crossing-repair]>wealth kronars
- [00:17] 59 silver, 118 bronze, and 121 copper Kronars (7,201 copper Kronars).
- [00:17] >
- [00:17] --- Lich: go2 active.
- [00:17] [go2: ETA: 0:00:11 (57 rooms to move through)]
- [00:17] [go2]>southeast
- [00:17] You go southeast.
- [00:17] [Wilderness, Dry Creek Bed]
- [00:17] In sharp contrast to the thriving forest to the north and south, a small, lanky flowering bush clings to life on the rocky bed. Though sunlight is plentiful, there is barely enough soil or water to sustain it.
- [00:17] Obvious paths: southeast, northwest.
- [00:17] Room Number: 6162
- [00:17] >
- [00:17] [go2]>southeast
- [00:17] You go southeast.
- [00:17] [Wilderness, Dry Creek Bed]
- [00:17] It's been some time since water has flowed through this creek bed. The hollows and low points of the bed have filled with leaves and dirt. The southern lip of the creek has eroded creating a gentle slope up.
- [00:17] Obvious paths: east, northwest, up.
- [00:17] Room Number: 6161
- [00:17] >
- [00:17] [go2]>up
- [00:17] You go up.
- [00:17] [Wilderness, Deep Forest]
- [00:17] To the north, the dense forest is interrupted by a dry creek bed running roughly east and west. The edge of the creek has eroded creating a gentle slope down to the bed.
- [00:17] Obvious paths: southeast, down.
- [00:17] Room Number: 6160
- [00:17] >
- [00:17] [go2]>southeast
- [00:17] You go southeast.
- [00:17] [Wilderness, Deep Forest]
- [00:17] Hundreds of bees fly in and out of this area, at times coming dangerously close. Their activity seems to be centered around a hollowed trunk which they've converted into a Gor'tog-sized hive.
- [00:17] Obvious paths: southeast, northwest.
- [00:17] Room Number: 5707
- [00:17] >
- [00:17] [go2]>southeast
- [00:17] >
- [00:17] You go southeast.
- [00:17] [Wilderness, Deep Forest]
- [00:17] Nestled beneath some large ferns, an old lean-to offers a little protection from the elements. In front of it, a well-used fire pit and a poorly hidden cache of fire wood suggests that there are frequent visitors here.
- [00:17] Obvious paths: southeast, northwest.
- [00:17] Room Number: 5706
- [00:17] >
- [00:17] [go2]>southeast
- [00:17] You go southeast.
- [00:17] [Wilderness, Deep Forest]
- [00:17] A group of squirrels cavorts in the undergrowth and dry leaves. Suddenly one of them dashes part way up a tree, only to be soundly chittered at by the others. He dives down among them, rolling several end over end, before disappearing into a bush. You also see a large felled tree.
- [00:17] Obvious paths: northwest.
- [00:17] Room Number: 5705
- [00:17] >
- [00:17] [go2]>climb tree
- [00:17] [Wilderness, Deep Forest]
- [00:17] The path is marred with deep ruts which lead to the ragged end of a large felled tree. Some of the tree's branches have gotten caught on the surrounding bushes preventing it from being dragged any further. Fortunately, the tree was shoved somewhat off the northern side of path giving barely enough room to continue northeast.
- [00:17] Also here: Denyo who is darkened by an unnatural shadow.
- [00:17] Obvious paths: northeast, southwest.
- [00:17] Room Number: 6153
- [00:17] >
- [00:17] [go2]>southwest
- [00:17] You go southwest.
- [00:17] [Wilderness, Deep Forest]
- [00:17] A jagged stump as large around as a table sticks dangerously out of the ground. It looks as if a group of mad lumberjacks hacked at a tree with hand axes before the upper portion finally ripped away from the stump. Leading from the stump, deep ruts in the ground head northeast.
- [00:17] Obvious paths: northeast, south.
- [00:17] Room Number: 6152
- [00:17] >
- [00:17] [go2]>south
- [00:17] You go south.
- [00:17] [Wilderness, Deep Forest]
- [00:17] The trees thin out a little here giving more light to the undergrowth. Several clusters of bright red, sharp yellow and deep blue flowers help break up the green and brown monotony of the forest. To the north through the tree tops some mountain peaks are barely visible.
- [00:17] Obvious paths: north, southwest.
- [00:17] Room Number: 6151
- [00:17] >
- [00:17] [go2]>southwest
- [00:17] You run southwest.
- [00:17] [Wilderness, Deep Forest]
- [00:17] A large bramble patch seems to block any hope of movement to the south. In the thick loam beneath the trees a barely visible path heads northeast. You also see a miniature silvered-black bull with a fluffy fur coat.
- [00:17] Obvious paths: northeast.
- [00:17] Room Number: 6150
- [00:17] >
- [00:17] [go2]>go patch
- [00:17] [Wilderness, Deep Forest]
- [00:17] Broken and trampled branches are the only signs of a trail winding through this large bramble patch. The torn and bloody remnants of a cloak snagged on the sharp bramble needles mark a failed attempt to forge a new path.
- [00:17] Obvious paths: northeast, south.
- [00:17] Room Number: 6155
- [00:17] >
- [00:17] [go2]>south
- [00:17] You run south.
- [00:17] [Dense Forest]
- [00:17] Large clumps of evergreen whortleberry bushes grow among the trees here, their deep green branches laden with blue-black berries. You also see a patch of brambles.
- [00:17] Obvious paths: east, southeast, south, southwest, west.
- [00:17] Room Number: 1513
- [00:17] >
- [00:17] [go2]>southeast
- [00:17] You run southeast.
- [00:17] [Woodland Path, Dense Forest]
- [00:17] A well-worn dirt path that travels eastward through the forest ends abruptly at this point. Towering trees spread out in all directions, standing silent and watchful like arboreal sentinels. Brambles and knotsweed cover the heavily shaded forest floor. You catch a glimpse of an ancient, crumbling tower through a break in the trees.
- [00:17] Obvious paths: north, east, south, southwest, west, northwest.
- [00:17] Room Number: 1512
- [00:17] >
- [00:17] [go2]>east
- [00:17] You run east.
- [00:17] [Woodland Path, Dense Forest]
- [00:17] Your eye is caught by a fluttering movement near the base of the trees. Dozens of white pine butterflies perform a graceful dance over creamcups and fairy slipper plants that grow in clusters there. Their fragile white wings sparkle iridescently from a single ray of sun that makes its way through the dense canopy of leaves overhead. You also see a rough timber cabin that has been burned halfway to the ground.
- [00:17] Obvious paths: northeast, west.
- [00:17] Room Number: 1511
- [00:17] >
- [00:17] [go2]>northeast
- [00:17] You run northeast.
- [00:17] [Woodland Path, Dense Forest]
- [00:17] The path leads from a narrow brook to the east twisting southwestward deeper into the forest. Yellow and gray-feathered flycatchers dart between the trees snatching unsuspecting insects from the air and occasionally pausing to rest on the downy velvetleaf plants that carpet the ground.
- [00:17] Obvious paths: east, southwest.
- [00:17] Room Number: 1510
- [00:17] >
- [00:17] [go2]>east
- [00:17] >
- [00:17] You go east.
- [00:17] [Woodland Path, Brook]
- [00:17] Tall, elegant bamboo stalks stand erect along a shallow bubbling brook that divides the path here. A long-legged heron scrutinizes the water around its feet. With a quick dart of its beak, it grasps a small, struggling fish and gulps it down hungrily. You also see a leaning sign.
- [00:17] Obvious paths: west.
- [00:17] Room Number: 1509
- [00:17] >
- [00:17] [go2]>go brook
- [00:18] [Woodland Path, Brook]
- [00:18] The brook cuts a narrow path through tall walls of stately trees. The gentle lapping of the mild current against the rocky shore gives the area a sense of peace and tranquility. Soft-blowing breezes bring fresh clean scents from the rushing waters of the Segoltha River to the south.
- [00:18] Obvious paths: east, west.
- [00:18] Room Number: 1508
- [00:18] >
- [00:18] [go2]>east
- [00:18] Roundtime: 1 sec.
- [00:18] You splash east, moving sideways to the light current.
- [00:18] [Woodland Path, Brook]
- [00:18] This shallow stream would probably only come chest-high on a short Halfling. The water moves lazily southward, but the shifting, sharp rocky floor makes crossing uncomfortable.
- [00:18] Obvious paths: north, east, west.
- [00:18] Room Number: 1507
- [00:18] >
- [00:18] You feel fully rested.
- [00:18] >
- [00:18] [go2]>east
- [00:18] Roundtime: 1 sec.
- [00:18] You splash east, moving sideways to the light current.
- [00:18] [Woodland Path, Brook]
- [00:18] A shallow brook cuts across the path here, meandering its way toward the wide Segoltha River to the south. Delicate water hyacinths and horsetail grasses flourish along the gurgling brook's pebbled shore. Dense growths of tall trees surround the area.
- [00:18] Obvious paths: east.
- [00:18] Room Number: 1451
- [00:18] >
- [00:18] [go2]>east
- [00:18] You go east.
- [00:18] [Woodland Path, Dense Forest]
- [00:18] A fallen thorn tree rests alongside the path, already covered with twisting vines and delicate moonwort ferns growing around it on the moist ground. The soft clicking of tiny woodland residents does little to break the deep hush of the forest.
- [00:18] Obvious paths: east, west.
- [00:18] Room Number: 1450
- [00:18] >
- [00:18] You sense your ability to land deadly blows decrease as the battle shifts before you.
- [00:18] >
- [00:18] [go2]>east
- [00:18] You go east.
- [00:18] [Woodland Path, Forest's Edge]
- [00:18] The path leads into a stand of majestic hemlock trees, the brilliant green of their leaves setting them apart from their neighboring trees. A riotous growth of wildflowers provides a multicolored carpet along the forest's edge. You can see the walls of a mid-sized village nestled in the farmlands stretching to the east.
- [00:18] Obvious paths: southeast, south, west.
- [00:18] Room Number: 1449
- [00:18] >
- [00:18] [go2]>southeast
- [00:18] You go southeast.
- [00:18] [Grassland Path, Meadow]
- [00:18] The river rock wall of the Tiger Clan Home bends around from the east to the south. Thick growths of wild oats and wood meadow grasses spread out from either side of the path. Several small seed-eating birds cling to the tall stalks, swaying in the breeze as they delicately pick at the oats. The dirt path leads into a forest a short distance to the northwest.
- [00:18] Obvious paths: east, northwest.
- [00:18] Room Number: 1448
- [00:18] >
- [00:18] [go2]>east
- [00:18] You go east.
- [00:18] [Grassland Path, Village Gate]
- [00:18] A long rock wall extends east and west bordered by the grassland path. Beyond the wall you can make out the thatched rooftops of the village homesteads. The massive village gate stands open, its wooden beams painted with colorful gold and black stripes.
- [00:18] Obvious paths: east, west.
- [00:18] Room Number: 1447
- [00:18] >
- [00:18] [go2]>east
- [00:18] You go east.
- [00:18] [Grassland Path, Farmlands]
- [00:18] Rows of trellises support the twisting and twining stalks of pea and bean plants, their branches filled with plump hanging pods. Several aproned Gor'Tog women stoop over the vines pulling peas, laughing and gossiping with each other as they work. A thick rock wall angles from the west around to the south where you glimpse the sparkle from the waters of the Segoltha River.
- [00:18] Obvious paths: southeast, west.
- [00:18] Room Number: 1446
- [00:18] >
- [00:18] [go2]>southeast
- [00:18] You run southeast.
- [00:18] [Grassland Path, Farmlands]
- [00:18] This wide empty field lies fallow for the year, containing nothing but some dried out brush and a few felled trees. A few Gor'Tog peasants work together cutting brush and hauling out stumps.
- [00:18] Obvious paths: southeast, northwest.
- [00:18] Room Number: 1445
- [00:18] >
- [00:18] [go2]>southeast
- [00:18] >
- [00:18] You run southeast.
- [00:18] [Grassland Road, Farmlands]
- [00:18] The whooshing sound of the sickle meets your ears as you pass by a group of farmers moving through the wheat cutting stalks. A group of binders follows them, gathering the stalks and tying them into sheaves ready to be taken to the village to dry.
- [00:18] Obvious paths: east, northwest.
- [00:18] Room Number: 1444
- [00:18] >
- [00:18] [go2]>east
- [00:18] You run east.
- [00:18] [Grassland Road, Farmlands]
- [00:18] Young crops of spelt and emmer wheat are arranged in neat strips and furlongs in this active field. A Gor'Tog farmer, walking alongside a primitive ard pulled by two oxen, heads down the road to the west, surveying the fields as he walks.
- [00:18] Obvious paths: east, west.
- [00:18] Room Number: 1443
- [00:18] >
- [00:18] [go2]>east
- [00:18] You run east.
- [00:18] [Grassland Road, Farmlands]
- [00:18] A young mongrel dog barks excitedly at you as you pass by several men who are sowing seeds that they carry in small straw baskets hung around their necks. An enormous black crow descends from a nearby walnut tree, flapping its strong wings a few times before proceeding to raid an unattended seed bag. The dog bounds off toward it, giving a few warning barks, sending the crow screeching angrily back to its perch in the trees.
- [00:18] Obvious paths: northeast, west.
- [00:18] Room Number: 1442
- [00:18] >
- [00:18] [go2]>northeast
- [00:18] You run northeast.
- [00:18] [Grassland Road, Orchard]
- [00:18] Short stocky trees laden with fruit and nuts have been planted in this small grove. A Gor'Tog man clad in a leather apron with a bulging pocket stands under one of the nut trees knocking against its branches with a long wooden stave. He quickly gathers up the fallen nuts, stuffing them into the pocket. You also see a musk hog and a musk hog.
- [00:18] Also here: Arcane Lord Alzbar who has a stony visage.
- [00:18] Obvious paths: east, southwest.
- [00:18] Room Number: 1441
- [00:18] >
- [00:18] [go2]>east
- [00:18] You run east.
- [00:18] [Grassland Road, Farmlands]
- [00:18] A group of Gor'Tog farmers wielding mattocks and clodding beetles work at breaking up clumps of soil in a recently harrowed field. They pause in their task to stare at you as you pass by, not with any animosity, but also without any friendliness. You also see a musk hog, a musk hog, a musk hog, a musk hog, a musk hog, a musk hog, a musk hog and a musk hog.
- [00:18] Also here: Isylela and Geriscus.
- [00:18] Obvious paths: north, east, west.
- [00:18] Room Number: 1440
- [00:18] >
- [00:18] [go2]>east
- [00:18] You run east.
- [00:18] [Grassland Road, Farmlands]
- [00:18] A patchwork quilt of wheat, oat, barley and fruit trees, neatly planted in rectangular plots, is laid out in all directions. Several Gor'Tog men are working here repairing a roadside fence. A black and gold banner is prominently displayed overhead, supported by two wooden posts. You also see a musk hog.
- [00:18] Obvious paths: southeast, west.
- [00:18] Room Number: 1439
- [00:18] >
- [00:18] [go2]>southeast
- [00:18] You feel fully rested.
- [00:18] >
- [00:18] You run southeast.
- [00:18] [Grassland Road, Meadow]
- [00:18] Acre after acre of rich farmland stretches off to the west. The gracefully swaying green of Elanthia's vast grasslands is spread out to the east.
- [00:18] Obvious paths: east, northwest.
- [00:18] Room Number: 1438
- [00:18] >
- [00:18] [go2]>east
- [00:18] You run east.
- [00:18] [Grassland Road, Meadow]
- [00:18] Tall sharp blades of switch grass rustle and whisper in the breeze. Here and there small clumps of wild sweet cicely grow in the meadow, filling the air with a spicy scent.
- [00:18] Obvious paths: east, west.
- [00:18] Room Number: 1437
- [00:18] >
- [00:18] [go2]>east
- [00:18] You run east.
- [00:18] [Grassland Road, Meadow]
- [00:18] The vines of dewberry and blooming trumpet creeper twist and intertwine along the edge of the road, separating it from the vast stretch of grassland beyond. Far off to the east you can see the building tops of a large town.
- [00:18] Obvious paths: southeast, west.
- [00:18] Room Number: 1436
- [00:18] >
- [00:18] [go2]>southeast
- [00:18] You run southeast.
- [00:18] [Grassland Road, Meadow]
- [00:18] The road makes a slight bend through the grassy meadows brightened with sunny yellow creeping buttercup and milkweed pods bursting with snowy white fluff.
- [00:18] Obvious paths: east, south, northwest.
- [00:18] Room Number: 1435
- [00:18] >
- [00:18] [go2]>east
- [00:18] You run east.
- [00:18] [Grassland Road, Meadow]
- [00:18] A covered merchant's wagon trundles eastward, toward the high walls of the Crossing which are barely visible above their surrounding treetops. The Gor'Tog merchant gives you a polite nod as he urges his horses on at an eager pace. Meadows stretch out from either side of the path as far as the eye can see.
- [00:18] Obvious paths: east, west.
- [00:18] Room Number: 1434
- [00:18] >
- [00:18] [go2]>east
- [00:18] You run east.
- [00:18] [Grassland Road, Meadow]
- [00:18] An endless vista of meadows and grasslands stretches out to the west, traveled by this meandering dirt road compacted to a hard surface by years of trekking feet, hooves and wheels. A path leads to the bustling gate of the Crossing to the east.
- [00:18] Obvious paths: west.
- [00:18] Room Number: 1433
- [00:18] >
- [00:18] [go2]>go path
- [00:18] [Mycthengelde, Flatlands]
- [00:18] Well-worn paths lead through a grove of trees to a gate in The Crossing's western wall. Now and again you hear birds calling to one another in the branches, or the bustling of a merchant's cart as it makes its way past. A handful of adventurers nod at you in greeting as they make their way into town. An aromatic mix of wildflowers mingles with wyndwood, oak and juniper trees as the grove stretches north and south, while to the west, you can see grassy flatlands through a small clearing. You also see a wooden sign printed in large block letters, a path that heads westward toward the grasslands, a town wall, a narrow trail and the western gate.
- [00:18] Obvious paths: northwest.
- [00:18] Room Number: 1387
- [00:18] >
- [00:18] [go2]>go gate
- [00:18] [The Crossing, Western Gate]
- [00:18] Camels, oxen, and mules compete with Elves, Gor'Togs, and Humans to pass through the narrow gate which breaches the stone wall between town and the western reaches. The lowing of animals, and the bellowing of irate travelers become almost indistinguishable the more you listen. After a few minutes, so do the unmistakable odors of unwashed sojourners and domestic beasts of burden. It begins to dawn on you why folks are anxious to pass through customs, whatever the cost, as quickly as possible. You also see the Western Gate, the Guard House and some stone stairs leading to the top of the town wall.
- [00:18] Obvious paths: east.
- [00:18] Room Number: 866
- [00:18] >
- [00:18] [go2]>east
- [00:18] You run east.
- [00:18] [The Crossing, Goodwhate Pike]
- [00:18] Old woodframe buildings that appear to be vacant border the wide pike here. Heavy traffic has taken its toll, leaving deep ruts and almost demolishing the curb, so that the already decrepit mud-and-twig structures almost seem to spill out upon the road. You have no doubt that, during the height of the rainy season, they literally do. Directly west lies the Western Gate.
- [00:18] Obvious paths: east, south, west.
- [00:18] Room Number: 865
- [00:18] >
- [00:18] [go2]>east
- [00:18] You run east.
- [00:18] [The Crossing, Goodwhate Pike]
- [00:18] A long, barn-like structure hunkers just by the road here, wedged between the cobbled way and the high outer walls of town that lie just north. A very high, very wide double door leads in and from it the lowing of oxen, the whinnying of steeds and the braying of obstinate pack animals can be heard. An exotic-looking trader in a silk robe forcibly leads a recalcitrant camel from the building, almost knocking a nearby attendant to the ground. You also see a huge mound of manure.
- [00:18] Obvious paths: east, south, west.
- [00:18] Room Number: 864
- [00:18] >
- [00:18] [go2]>east
- [00:18] You run east.
- [00:18] [The Crossing, Goodwhate Pike]
- [00:18] The gates to the west, the river and Oxenwaithe Bridge to the east, the town walls and dense forests and scrub just beyond to the north - all serve as a reminder of the dichotomy between the untamed forces of nature and the works of mortals that life in Elanthia constantly confronts its inhabitants with. Such cosmic musings are soon cut short, however, as a foul-smelling Dwarf barbarian shoves aside a few passersby rudely and lumbers past.
- [00:18] Obvious paths: east, south, west.
- [00:18] Room Number: 863
- [00:18] >
- [00:18] [go2]>east
- [00:18] You run east.
- [00:18] [The Crossing, Oxenwaithe Bridge]
- [00:18] This bridge is wide and sturdy, its strong oaken planks weathered but in good repair. Across this span must stream all the traffic directly proceeding to or coming from the Northern and Western Tiers. Oxcarts laden with imports and exports rumble past.
- [00:18] Obvious paths: east, south, west.
- [00:18] Room Number: 862
- [00:18] >
- [00:18] [go2]>east
- [00:18] You go east.
- [00:18] [The Crossing, Clanthew Boulevard]
- [00:18] The meandering course of the River Oxenwaithe lies dead ahead. Wooden carts, powered by all manner of two- and four-legged beasts, rumble past, headed west towards the broad, well-worn planks of the Oxenwaithe Bridge and east into the heart of the Crossing. Groups of armed adventurers, mystics, merchants and rogues weave in and out of the wheeled and hoofed mobs.
- [00:18] Obvious paths: east.
- [00:18] Room Number: 772
- [00:18] >
- [00:18] [go2]>east
- [00:18] You go east.
- [00:18] [The Crossing, Clanthew Boulevard]
- [00:18] From the west comes the sound of currents rushing through a narrow river bend, while in the distance, just barely evident to the northwest, is a corner of the outer town wall, over which the calls of birds can be heard. Mingled among the sublime sounds of nature, are the equally sweet sounds reaching your ears from a small, unpretentious building set unobtrusively off to the south side of the road. You also see a small building.
- [00:18] Obvious paths: east, south, west.
- [00:18] Room Number: 771
- [00:18] >
- [00:18] [go2]>east
- [00:18] You go east.
- [00:18] [The Crossing, Clanthew Boulevard]
- [00:18] A side entrance to the Academy, in the form of a low, bronze gate, stands here. Students and faculty come and go through it, since it provides convenient access to the inns and eateries clustered to the north and east of Elanthia's most renowned seat of learning and research. Several blocks to the east looms the dome of the Champions' Arena, which also houses the Barbarians' Guild and farther north, both within and without the sheltering walls of town, lie various other Guilds.
- [00:18] Obvious paths: north, east, west.
- [00:18] Room Number: 770
- [00:18] >
- [00:18] [go2]>east
- [00:18] You go east.
- [00:18] [The Crossing, Clanthew Boulevard]
- [00:18] You pause a moment at one of the busiest crossroads of town. Through this intersection must pass most of those traveling from the wilderness of the Western Tier into the heart of the Crossing, and those departing as well. To the east lie the gates to the Eastern Tier, affording access to the Warrior Mages' Guild and the Observatory, and other, more perilous, destinations.
- [00:18] Obvious paths: east, south, west.
- [00:18] Room Number: 769
- [00:18] >
- [00:18] [go2]>east
- [00:18] [go2: move: no recognized response after 30 lines. giving up.]
- [00:18] >
- [00:18] [go2: restarting script...]
- [00:18] You run east.
- [00:18] [go2: ETA: 0:00:02 (10 rooms to move through)]
- [00:18] [go2]>east
- [00:18] [The Crossing, Clanthew Boulevard]
- [00:18] The cobblestones here are grey and flecked with crystals that sparkle as you move along the boulevard. High walls over which loom still higher structures with shuttered, mute windows that face the street and baked tile roofs, indicate you are passing through one of the wealthier residential sections of the Crossing. You also see a town guard, a grand stone archway with a bronze plaque on it and a small hut with a grey raven perched on the roof.
- [00:18] Also here: Altar Boy Fistadanlius.
- [00:18] Obvious paths: east, south, west.
- [00:18] Room Number: 768
- [00:18] >
- [00:18] [go2]>south
- [00:18] >
- [00:18] You run east.
- [00:18] [The Crossing, Clanthew Boulevard]
- [00:18] Intimidatingly large passersby crowd around you, and you gulp as you notice most of the men and women here of all races tower above their average counterparts. They also tend to dress differently - fully equipped, even in the midst of the city - in leathers, hide and armor, weapons drawn or at the ready over shoulders or at their sides. Carefully you make your way through the throng, since something tells you this would not be a good spot to step on anyone's toes. You also see a city meeting hall.
- [00:18] Obvious paths: east, south, west.
- [00:18] Room Number: 767
- [00:18] >
- [00:18] You run south.
- [00:18] [The Crossing, Cheopman Lane]
- [00:18] Large clay urns and willow baskets spill out onto the footpath here, filled with riotous displays of bright flowers in full bloom, sprigs of emerald green foliage, and ornamental reeds, boughs and branches. A young girl leans nonchalantly against the entrance to the Florist's Shop, watching over the wares. Smiling shyly, she beckons enticingly to potential customers.
- [00:18] Obvious paths: north, south.
- [00:18] Room Number: 795
- [00:18] >
- [00:18] [go2]>south
- [00:18] You run south.
- [00:18] [The Crossing, Cheopman Lane]
- [00:18] Ragtag merchants and vendors lug heavily-laden sacks and bundles south, while others leave, heading north with empty pushcarts and baskets. The town's less well-off citizenry stroll by, looking for good deals in the impromptu flea market of Mongers' Bazaar. Others proudly show off their new purchases and hard-won bargains.
- [00:18] Obvious paths: north.
- [00:18] Room Number: 796
- [00:18] >
- [00:18] [go2]>south
- [00:18] You can't go there.
- [00:18] >
- [00:18] [go2: move: failed]
- [00:18] [go2: restarting script...]
- [00:18] >
- [00:18] [go2: ETA: 0:00:01 (8 rooms to move through)]
- [00:18] [go2]>go bazaar
- [00:18] >
- [00:18] [The Crossing, Mongers' Bazaar]
- [00:18] Some ramshackle stalls and tattered tents comprise the informal flea market known as Mongers' Bazaar. The springy grass of the Green has been trampled into foot-sucking muck by folk seeking bargains, black-market goods, or unusual trinkets. Exotic items of rare power and value are sometimes sold here by the itinerant vendors who flock to The Crossing from all corners of Elanthia. You also see a trodden dirt path, Rartan's Collegium of Inner Juggling and Reflexes and the firewood peddler Mags.
- [00:18] Obvious paths: north, southeast.
- [00:18] Room Number: 954
- [00:18] >
- [00:18] [go2]>go path
- [00:18] [The Crossing, Town Green Northeast]
- [00:18] The cool, welcome expanse of the Town Green is a pleasant place to gather and exchange news, gossip and adventuring pointers with all the folk and races of Elanthia who are drawn to town. A soft, spongy carpet of well-manicured grass underfoot affords a comfortable cushion for sitting or sprawling out to enjoy a rare moment of rest in the warm sun. An ancient oak tree provides shelter for those so inclined. You also see some carved wooden benches, a stone water trough, a small cobblestone walkway and a trodden dirt path.
- [00:18] Obvious paths: south, southwest, west.
- [00:18] Room Number: 794
- [00:18] >
- [00:18] [go2]>southwest
- [00:18] You go southwest.
- [00:18] [The Crossing, Town Green South]
- [00:18] A gap in the stand of lunat trees leads south into Lunat Shade Road. In that general direction lie Berolt's Dry Goods, the Town Hall, the soaring presence of the Temple, the Provincial Bank and other key structures. A few loafers loll on the grass, watching those entering and leaving the Green. Sparrows, jays and other birds call to one another from the treetops, flitting back and forth between their nests and roosts in the dense hedges bordering the park.
- [00:18] Obvious paths: north, northeast, east, south, west, northwest.
- [00:18] Room Number: 792
- [00:18] >
- [00:18] [go2]>south
- [00:18] You go south.
- [00:18] [The Crossing, Lunat Shade Road]
- [00:18] Majestic lunat trees line this byway, donated by the town's prosperous traders, a reminder of how their Guild delights in improving the quality of life for beings all over Elanthia. One such wealthy merchant, though not as ostentatious as most, is Berolt, the dry goods dealer. His venerable general store here outfits adventurers with all the basic necessities. The row of trees on the north side of the street also serves to shade the south half of Town Green.
- [00:18] Obvious paths: north, east, south.
- [00:18] Room Number: 753
- [00:18] >
- [00:18] [go2]>south
- [00:18] You go south.
- [00:18] [The Crossing, Alamhif Trace]
- [00:18] This pivotal junction connects many of the Crossing's key locations. Proudly located to the south you see the translucent dome of the Temple flanked by its three guard towers, while the Town Green and the Town Hall can be seen off toward the north and northeast. The babble of many languages, of clan and guild and folk, fill the air here. Travelers dressed in all manner of costume, garb and battle gear amble past, admiring the view of the buildings here, or looking about to get their bearings. You also see the Carousel square.
- [00:18] Obvious paths: north, southeast, west.
- [00:18] Room Number: 733
- [00:18] >
- [00:18] [go2]>southeast
- [00:18] You go southeast.
- [00:18] [The Crossing, Hodierna Way]
- [00:18] The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum. The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name. A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside. You also see a big orange sign with a picture of a smiling Dwarf and a large parchment.
- [00:18] Obvious paths: east, southwest, northwest.
- [00:18] Room Number: 732
- [00:18] >
- [00:18] [go2]>go bank
- [00:18] [First Provincial Bank, Lobby]
- [00:18] Marble tiled floors covered with heavy rugs and walls of polished jasper that gleam a cool blue mark this bank as solid and secure (and expensive). An official money-changing booth is to one side and a row of tellers windows faces you. Several guards, armed and armored, stand ready for trouble of any sort. Near the tellers stands a table of fine wood for those who need to do some writing. You also see a money-changer's booth, a bucket of viscous gloop and the tellers' windows.
- [00:18] Obvious exits: out.
- [00:18] Room Number: 1901
- [00:18] >
- [00:18] [go2]>go window
- [00:18] [Provincial Bank, Teller]
- [00:18] A neat row of barred windows faces you along a marble counter. Several patrons are already busy but there seems to be one window available. The clerk smiles at you and beckons you over. You also see a freshly painted sign.
- [00:18] Also here: Mage Zojak and Vune.
- [00:18] Obvious exits: out.
- [00:18] Room Number: 1900
- [00:18] >
- [00:18] [go2: travel time: 0:00:28]
- [00:18] --- Lich: go2 has exited.
- [00:18] [crossing-repair]>withdraw 2 gold
- [00:18] The clerk counts out 2 gold Kronars and hands them over, making a notation in her ledger.
- [00:18] >
- [00:18] [crossing-repair]>withdraw 7 silver
- [00:18] The clerk counts out 7 silver Kronars and hands them over, making a notation in her ledger.
- [00:18] >
- [00:18] [crossing-repair]>withdraw 9 bronze
- [00:18] The clerk counts out 9 bronze Kronars and hands them over, making a notation in her ledger.
- [00:18] >
- [00:18] [crossing-repair]>withdraw 9 copper
- [00:18] The clerk counts out 9 copper Kronars and hands them over, making a notation in her ledger.
- [00:18] >
- [00:18] You lose control, and the furious maelstrom empowering your limbs dissipates!
- [00:18] >
- [00:18] --- Lich: go2 active.
- [00:18] >
- [00:18] [go2: ETA: 0:00:11 (59 rooms to move through)]
- [00:18] [go2]>out
- [00:18] >
- [00:18] You go out.
- [00:18] [First Provincial Bank, Lobby]
- [00:18] Marble tiled floors covered with heavy rugs and walls of polished jasper that gleam a cool blue mark this bank as solid and secure (and expensive). An official money-changing booth is to one side and a row of tellers windows faces you. Several guards, armed and armored, stand ready for trouble of any sort. Near the tellers stands a table of fine wood for those who need to do some writing. You also see a money-changer's booth, a bucket of viscous gloop and the tellers' windows.
- [00:18] Obvious exits: out.
- [00:18] Room Number: 1901
- [00:18] >
- [00:18] [go2]>out
- [00:18] You go out.
- [00:18] [The Crossing, Hodierna Way]
- [00:18] The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum. The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name. A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside. You also see a big orange sign with a picture of a smiling Dwarf and a large parchment.
- [00:18] Obvious paths: east, southwest, northwest.
- [00:18] Room Number: 732
- [00:18] >
- [00:18] [go2]>northwest
- [00:18] You go northwest.
- [00:18] [The Crossing, Alamhif Trace]
- [00:18] This pivotal junction connects many of the Crossing's key locations. Proudly located to the south you see the translucent dome of the Temple flanked by its three guard towers, while the Town Green and the Town Hall can be seen off toward the north and northeast. The babble of many languages, of clan and guild and folk, fill the air here. Travelers dressed in all manner of costume, garb and battle gear amble past, admiring the view of the buildings here, or looking about to get their bearings. You also see the Carousel square.
- [00:18] Obvious paths: north, southeast, west.
- [00:18] Room Number: 733
- [00:18] >
- [00:18] [go2]>west
- [00:18] You go west.
- [00:18] [The Crossing, Alamhif Trace]
- [00:18] A constant stream of townsfolk and outlanders file past you but the mix is not your usual pastiche of rag-tag traders, bare-chested barbarians, indolent bards and assorted laborers. Here most people speak in serene tones or peer at you benevolently from behind cowls of the cleric's calling. Many cluster around Brother Durantine's Cleric Shop, which hugs the north side of the road. A monk pauses in the shadows cast by the High Temple tower to the southwest before continuing his journey. You also see Forest Warden Hengwild.
- [00:18] Obvious paths: east, south, west.
- [00:18] Room Number: 734
- [00:18] >
- [00:18] [go2]>west
- [00:18] You run west.
- [00:18] [The Crossing, Asemath Walk]
- [00:18] Clerics, academics and carousers all are apparent here, headed throughout town on different courses. The windows and terraces from the back of the two-storied Half Pint Inn face the street from the south, while to the east is the side of the cleric's shop. Smooth paving stones, pale grey with dark grey borders, have been laid to coordinate with the approaches to the High Temple.
- [00:18] Obvious paths: north, east, west.
- [00:18] Room Number: 735
- [00:18] >
- [00:18] [go2]>north
- [00:18] You run north.
- [00:18] [The Crossing, Asemath Walk]
- [00:18] The crowd here is boisterous, composed of students, teachers, and seekers of all kinds. Some head south to the famed taproom of the Half Pint Inn, others appear to have already enjoyed the libations there to the dregs and are heading back for study. The inn to the south and the visitors to the High Temple to the southeast contribute to the brisk flow of people to and from the Academy.
- [00:18] Obvious paths: north, south.
- [00:18] Room Number: 784
- [00:18] >
- [00:18] [go2]>north
- [00:18] You run north.
- [00:18] [The Crossing, Asemath Walk]
- [00:18] You stand before a sign in the shape of a giant lute, painted in red and gilt and inlaid with ivory and jet, with florid script proclaiming the virtues of the True Bard d'Or, the Crossing's finest purveyor of high-quality instruments for bards, aesthetes and amateurs alike. Dashing, gaily-clad figures stream in and out of the shop, lutes slung over shoulders or pipes clasped under arms. A haunting tune, at once both exhilarating and melancholic, emanates from the doorway.
- [00:18] Obvious paths: north, east, south, west.
- [00:18] Room Number: 783
- [00:18] >
- [00:18] [go2]>west
- [00:18] You run west.
- [00:18] [The Crossing, Trollferry Approach]
- [00:18] The street here is a bit neglected, as though it once carried constant foot and cart traffic, but now is somewhat forlorn and forgotten. Little draws your attention, only the red brick back of the bathhouse along the south side of the path, and the clapboard back of the Bards' Shop directly north. The smells of steam, water, varnish and rosin escape through small windows facing the street, as the path curves northeast to intersect with Asemath Walk.
- [00:18] Obvious paths: east, west.
- [00:18] Room Number: 779
- [00:18] >
- [00:18] [go2]>west
- [00:18] You run west.
- [00:18] [The Crossing, Trollferry Approach]
- [00:18] This intersection leads north to Lorethew and Clanthew Streets, which provide access to the river crossing and to the guild headquarters to the north and to the east. The embankment of the river is built up slightly ahead, providing a small measure of protection against flooding, while also serving as the base for a crumbling, old pier. You also see the Crossing Outfitting Society Building.
- [00:18] Obvious paths: north, east, west.
- [00:18] Room Number: 775
- [00:18] >
- [00:18] [go2]>north
- [00:18] You run north.
- [00:18] [The Crossing, Lorethew Street]
- [00:18] The path here follows the curves of the Oxenwaithe, bringing you nearer to the swirling, dark currents. Along the bank, to the southwest, you make out several dinghies bobbing and straining at their moorings, in a doomed dance of freedom they can never win, except at the behest of some greedy ferryman or in the wake of a storm.
- [00:18] Obvious paths: north, east, south.
- [00:18] Room Number: 774
- [00:18] >
- [00:18] [go2]>north
- [00:18] You run north.
- [00:18] [The Crossing, Sirenberry Row]
- [00:18] The daunting, austere structure of Academy Asemath, directly east, blocks out the light, and leaves the humble facade on the other side of the path in intermittent shade. Scholars and singers, teachers and troubadours, mimes and masters all saunter past, content in their mutual feelings of superiority. Round the corner, you can just spy a gaudy sign on a shop to the east. You also see an old blind beggar that is sitting.
- [00:18] Obvious paths: north, south.
- [00:18] Room Number: 773
- [00:18] >
- [00:18] [go2]>north
- [00:18] You run north.
- [00:18] [The Crossing, Clanthew Boulevard]
- [00:18] From the west comes the sound of currents rushing through a narrow river bend, while in the distance, just barely evident to the northwest, is a corner of the outer town wall, over which the calls of birds can be heard. Mingled among the sublime sounds of nature, are the equally sweet sounds reaching your ears from a small, unpretentious building set unobtrusively off to the south side of the road. You also see a small building.
- [00:18] Obvious paths: east, south, west.
- [00:18] Room Number: 771
- [00:18] >
- [00:18] [go2]>west
- [00:18] You run west.
- [00:18] [The Crossing, Clanthew Boulevard]
- [00:18] The meandering course of the River Oxenwaithe lies dead ahead. Wooden carts, powered by all manner of two- and four-legged beasts, rumble past, headed west towards the broad, well-worn planks of the Oxenwaithe Bridge and east into the heart of the Crossing. Groups of armed adventurers, mystics, merchants and rogues weave in and out of the wheeled and hoofed mobs.
- [00:18] Obvious paths: east.
- [00:18] Room Number: 772
- [00:18] >
- [00:18] [go2]>go bridge
- [00:18] [The Crossing, Oxenwaithe Bridge]
- [00:18] This bridge is wide and sturdy, its strong oaken planks weathered but in good repair. Across this span must stream all the traffic directly proceeding to or coming from the Northern and Western Tiers. Oxcarts laden with imports and exports rumble past.
- [00:18] Obvious paths: east, south, west.
- [00:18] Room Number: 862
- [00:18] >
- [00:18] [go2]>west
- [00:18] You run west.
- [00:18] [The Crossing, Goodwhate Pike]
- [00:18] The gates to the west, the river and Oxenwaithe Bridge to the east, the town walls and dense forests and scrub just beyond to the north - all serve as a reminder of the dichotomy between the untamed forces of nature and the works of mortals that life in Elanthia constantly confronts its inhabitants with. Such cosmic musings are soon cut short, however, as a foul-smelling Dwarf barbarian shoves aside a few passersby rudely and lumbers past.
- [00:18] Obvious paths: east, south, west.
- [00:18] Room Number: 863
- [00:18] >
- [00:18] [go2]>west
- [00:18] You run west.
- [00:18] [The Crossing, Goodwhate Pike]
- [00:18] A long, barn-like structure hunkers just by the road here, wedged between the cobbled way and the high outer walls of town that lie just north. A very high, very wide double door leads in and from it the lowing of oxen, the whinnying of steeds and the braying of obstinate pack animals can be heard. An exotic-looking trader in a silk robe forcibly leads a recalcitrant camel from the building, almost knocking a nearby attendant to the ground. You also see a huge mound of manure.
- [00:18] Also here: Hidoru.
- [00:18] Obvious paths: east, south, west.
- [00:18] Room Number: 864
- [00:18] >
- [00:18] Hidoru goes west.
- [00:18] >
- [00:18] [go2]>west
- [00:18] You run west.
- [00:18] [The Crossing, Goodwhate Pike]
- [00:18] Old woodframe buildings that appear to be vacant border the wide pike here. Heavy traffic has taken its toll, leaving deep ruts and almost demolishing the curb, so that the already decrepit mud-and-twig structures almost seem to spill out upon the road. You have no doubt that, during the height of the rainy season, they literally do. Directly west lies the Western Gate.
- [00:18] Also here: Hidoru.
- [00:18] Obvious paths: east, south, west.
- [00:18] Room Number: 865
- [00:18] >
- [00:18] [go2]>west
- [00:18] >
- [00:18] You run west.
- [00:18] [The Crossing, Western Gate]
- [00:18] Camels, oxen, and mules compete with Elves, Gor'Togs, and Humans to pass through the narrow gate which breaches the stone wall between town and the western reaches. The lowing of animals, and the bellowing of irate travelers become almost indistinguishable the more you listen. After a few minutes, so do the unmistakable odors of unwashed sojourners and domestic beasts of burden. It begins to dawn on you why folks are anxious to pass through customs, whatever the cost, as quickly as possible. You also see the Western Gate, the Guard House and some stone stairs leading to the top of the town wall.
- [00:18] Obvious paths: east.
- [00:18] Room Number: 866
- [00:18] >
- [00:18] Hidoru just arrived.
- [00:18] >
- [00:18] [go2]>go gate
- [00:18] [Mycthengelde, Flatlands]
- [00:18] Well-worn paths lead through a grove of trees to a gate in The Crossing's western wall. Now and again you hear birds calling to one another in the branches, or the bustling of a merchant's cart as it makes its way past. A handful of adventurers nod at you in greeting as they make their way into town. An aromatic mix of wildflowers mingles with wyndwood, oak and juniper trees as the grove stretches north and south, while to the west, you can see grassy flatlands through a small clearing. You also see a wooden sign printed in large block letters, a path that heads westward toward the grasslands, a town wall, a narrow trail and the western gate.
- [00:18] Also here: Gadabout Dunkelbert.
- [00:18] Obvious paths: northwest.
- [00:18] Room Number: 1387
- [00:18] >
- [00:18] [go2]>go path
- [00:18] [Grassland Road, Meadow]
- [00:18] An endless vista of meadows and grasslands stretches out to the west, traveled by this meandering dirt road compacted to a hard surface by years of trekking feet, hooves and wheels. A path leads to the bustling gate of the Crossing to the east.
- [00:18] Obvious paths: west.
- [00:18] Room Number: 1433
- [00:18] >
- [00:18] [go2]>west
- [00:18] You run west.
- [00:18] [Grassland Road, Meadow]
- [00:18] A covered merchant's wagon trundles eastward, toward the high walls of the Crossing which are barely visible above their surrounding treetops. The Gor'Tog merchant gives you a polite nod as he urges his horses on at an eager pace. Meadows stretch out from either side of the path as far as the eye can see.
- [00:18] Obvious paths: east, west.
- [00:18] Room Number: 1434
- [00:18] >
- [00:18] [go2]>west
- [00:18] You run west.
- [00:18] [Grassland Road, Meadow]
- [00:18] The road makes a slight bend through the grassy meadows brightened with sunny yellow creeping buttercup and milkweed pods bursting with snowy white fluff.
- [00:18] Also here: Corrupt Safe.
- [00:18] Obvious paths: east, south, northwest.
- [00:18] Room Number: 1435
- [00:18] >
- [00:18] [go2]>northwest
- [00:18] Corrupt Safe goes east.
- [00:18] >
- [00:18] You run northwest.
- [00:18] [Grassland Road, Meadow]
- [00:18] The vines of dewberry and blooming trumpet creeper twist and intertwine along the edge of the road, separating it from the vast stretch of grassland beyond. Far off to the east you can see the building tops of a large town.
- [00:18] Obvious paths: southeast, west.
- [00:18] Room Number: 1436
- [00:18] >
- [00:18] [go2]>west
- [00:18] You run west.
- [00:18] [Grassland Road, Meadow]
- [00:18] Tall sharp blades of switch grass rustle and whisper in the breeze. Here and there small clumps of wild sweet cicely grow in the meadow, filling the air with a spicy scent.
- [00:18] Obvious paths: east, west.
- [00:18] Room Number: 1437
- [00:18] >
- [00:18] [go2]>west
- [00:18] You run west.
- [00:18] [Grassland Road, Meadow]
- [00:18] Acre after acre of rich farmland stretches off to the west. The gracefully swaying green of Elanthia's vast grasslands is spread out to the east.
- [00:18] Obvious paths: east, northwest.
- [00:18] Room Number: 1438
- [00:18] >
- [00:18] [go2]>northwest
- [00:18] You run northwest.
- [00:18] [Grassland Road, Farmlands]
- [00:18] A patchwork quilt of wheat, oat, barley and fruit trees, neatly planted in rectangular plots, is laid out in all directions. Several Gor'Tog men are working here repairing a roadside fence. A black and gold banner is prominently displayed overhead, supported by two wooden posts. You also see a musk hog.
- [00:18] Obvious paths: southeast, west.
- [00:18] Room Number: 1439
- [00:18] >
- [00:18] [go2]>west
- [00:18] You run west.
- [00:18] [Grassland Road, Farmlands]
- [00:18] A group of Gor'Tog farmers wielding mattocks and clodding beetles work at breaking up clumps of soil in a recently harrowed field. They pause in their task to stare at you as you pass by, not with any animosity, but also without any friendliness. You also see a musk hog, a musk hog, a musk hog, a musk hog, a musk hog, a musk hog, a musk hog, a musk hog and a musk hog.
- [00:18] Also here: Isylela and Geriscus.
- [00:18] Obvious paths: north, east, west.
- [00:18] Room Number: 1440
- [00:18] >
- [00:18] [go2]>west
- [00:18] You run west.
- [00:18] [Grassland Road, Orchard]
- [00:18] Short stocky trees laden with fruit and nuts have been planted in this small grove. A Gor'Tog man clad in a leather apron with a bulging pocket stands under one of the nut trees knocking against its branches with a long wooden stave. He quickly gathers up the fallen nuts, stuffing them into the pocket.
- [00:18] Obvious paths: east, southwest.
- [00:18] Room Number: 1441
- [00:18] >
- [00:18] [go2]>southwest
- [00:18] You run southwest.
- [00:18] [Grassland Road, Farmlands]
- [00:18] A young mongrel dog barks excitedly at you as you pass by several men who are sowing seeds that they carry in small straw baskets hung around their necks. An enormous black crow descends from a nearby walnut tree, flapping its strong wings a few times before proceeding to raid an unattended seed bag. The dog bounds off toward it, giving a few warning barks, sending the crow screeching angrily back to its perch in the trees. You also see a musk hog.
- [00:18] Obvious paths: northeast, west.
- [00:18] Room Number: 1442
- [00:18] >
- [00:18] [go2]>west
- [00:18] You run west.
- [00:18] [Grassland Road, Farmlands]
- [00:18] Young crops of spelt and emmer wheat are arranged in neat strips and furlongs in this active field. A Gor'Tog farmer, walking alongside a primitive ard pulled by two oxen, heads down the road to the west, surveying the fields as he walks.
- [00:18] Obvious paths: east, west.
- [00:18] Room Number: 1443
- [00:18] >
- [00:18] [go2]>west
- [00:18] >
- [00:18] A musk hog lumbers in, filling the air with a foul odor.
- [00:18] >
- [00:18] You run west.
- [00:18] [Grassland Road, Farmlands]
- [00:18] The whooshing sound of the sickle meets your ears as you pass by a group of farmers moving through the wheat cutting stalks. A group of binders follows them, gathering the stalks and tying them into sheaves ready to be taken to the village to dry.
- [00:18] Obvious paths: east, northwest.
- [00:18] Room Number: 1444
- [00:18] >
- [00:18] [go2]>northwest
- [00:18] You run northwest.
- [00:18] [Grassland Path, Farmlands]
- [00:18] This wide empty field lies fallow for the year, containing nothing but some dried out brush and a few felled trees. A few Gor'Tog peasants work together cutting brush and hauling out stumps.
- [00:18] Obvious paths: southeast, northwest.
- [00:18] Room Number: 1445
- [00:18] >
- [00:18] [go2]>northwest
- [00:18] You run northwest.
- [00:18] [Grassland Path, Farmlands]
- [00:18] Rows of trellises support the twisting and twining stalks of pea and bean plants, their branches filled with plump hanging pods. Several aproned Gor'Tog women stoop over the vines pulling peas, laughing and gossiping with each other as they work. A thick rock wall angles from the west around to the south where you glimpse the sparkle from the waters of the Segoltha River.
- [00:18] Obvious paths: southeast, west.
- [00:18] Room Number: 1446
- [00:18] >
- [00:18] [go2]>west
- [00:18] You run west.
- [00:18] [Grassland Path, Village Gate]
- [00:18] A long rock wall extends east and west bordered by the grassland path. Beyond the wall you can make out the thatched rooftops of the village homesteads. The massive village gate stands open, its wooden beams painted with colorful gold and black stripes.
- [00:18] Obvious paths: east, west.
- [00:18] Room Number: 1447
- [00:18] >
- [00:18] [go2]>west
- [00:18] You run west.
- [00:18] [Grassland Path, Meadow]
- [00:18] The river rock wall of the Tiger Clan Home bends around from the east to the south. Thick growths of wild oats and wood meadow grasses spread out from either side of the path. Several small seed-eating birds cling to the tall stalks, swaying in the breeze as they delicately pick at the oats. The dirt path leads into a forest a short distance to the northwest.
- [00:18] Obvious paths: east, northwest.
- [00:18] Room Number: 1448
- [00:18] >
- [00:18] [go2]>northwest
- [00:18] You run northwest.
- [00:18] [Woodland Path, Forest's Edge]
- [00:18] The path leads into a stand of majestic hemlock trees, the brilliant green of their leaves setting them apart from their neighboring trees. A riotous growth of wildflowers provides a multicolored carpet along the forest's edge. You can see the walls of a mid-sized village nestled in the farmlands stretching to the east.
- [00:18] Obvious paths: southeast, south, west.
- [00:18] Room Number: 1449
- [00:18] >
- [00:18] [go2]>west
- [00:18] >
- [00:18] You run west.
- [00:18] [Woodland Path, Dense Forest]
- [00:18] A fallen thorn tree rests alongside the path, already covered with twisting vines and delicate moonwort ferns growing around it on the moist ground. The soft clicking of tiny woodland residents does little to break the deep hush of the forest.
- [00:18] Obvious paths: east, west.
- [00:18] Room Number: 1450
- [00:18] >
- [00:18] [go2]>west
- [00:18] You run west.
- [00:18] [Woodland Path, Brook]
- [00:18] A shallow brook cuts across the path here, meandering its way toward the wide Segoltha River to the south. Delicate water hyacinths and horsetail grasses flourish along the gurgling brook's pebbled shore. Dense growths of tall trees surround the area.
- [00:18] Also here: Arcane Lord Alzbar who has a stony visage.
- [00:18] Obvious paths: east.
- [00:18] Room Number: 1451
- [00:18] >
- [00:18] [go2]>go brook
- [00:18] [Woodland Path, Brook]
- [00:18] This shallow stream would probably only come chest-high on a short Halfling. The water moves lazily southward, but the shifting, sharp rocky floor makes crossing uncomfortable.
- [00:18] Obvious paths: north, east, west.
- [00:18] Room Number: 1507
- [00:18] >
- [00:18] [go2]>west
- [00:18] Roundtime: 1 sec.
- [00:18] You splash west, moving sideways to the light current.
- [00:18] [Woodland Path, Brook]
- [00:18] The brook cuts a narrow path through tall walls of stately trees. The gentle lapping of the mild current against the rocky shore gives the area a sense of peace and tranquility. Soft-blowing breezes bring fresh clean scents from the rushing waters of the Segoltha River to the south.
- [00:18] Obvious paths: east, west.
- [00:18] Room Number: 1508
- [00:18] >
- [00:18] You've gained a new rank in maneuvering with a shield.
- [00:18] >
- [00:18] [go2]>west
- [00:18] Roundtime: 1 sec.
- [00:18] You splash west, moving sideways to the light current.
- [00:18] [Woodland Path, Brook]
- [00:18] Tall, elegant bamboo stalks stand erect along a shallow bubbling brook that divides the path here. A long-legged heron scrutinizes the water around its feet. With a quick dart of its beak, it grasps a small, struggling fish and gulps it down hungrily. You also see a leaning sign.
- [00:18] Obvious paths: west.
- [00:18] Room Number: 1509
- [00:18] >
- [00:18] Geometric Warder Talvairian just arrived.
- [00:18] >
- [00:18] Geometric Warder Talvairian entered a shallow brook.
- [00:18] >
- [00:18] [go2]>west
- [00:18] You go west.
- [00:18] [Woodland Path, Dense Forest]
- [00:18] The path leads from a narrow brook to the east twisting southwestward deeper into the forest. Yellow and gray-feathered flycatchers dart between the trees snatching unsuspecting insects from the air and occasionally pausing to rest on the downy velvetleaf plants that carpet the ground.
- [00:18] Obvious paths: east, southwest.
- [00:18] Room Number: 1510
- [00:18] >
- [00:18] [go2]>southwest
- [00:18] You go southwest.
- [00:18] [Woodland Path, Dense Forest]
- [00:18] Your eye is caught by a fluttering movement near the base of the trees. Dozens of white pine butterflies perform a graceful dance over creamcups and fairy slipper plants that grow in clusters there. Their fragile white wings sparkle iridescently from a single ray of sun that makes its way through the dense canopy of leaves overhead. You also see a rough timber cabin that has been burned halfway to the ground.
- [00:18] Obvious paths: northeast, west.
- [00:18] Room Number: 1511
- [00:18] >
- [00:18] [go2]>west
- [00:18] You go west.
- [00:18] [Woodland Path, Dense Forest]
- [00:18] A well-worn dirt path that travels eastward through the forest ends abruptly at this point. Towering trees spread out in all directions, standing silent and watchful like arboreal sentinels. Brambles and knotsweed cover the heavily shaded forest floor. You catch a glimpse of an ancient, crumbling tower through a break in the trees.
- [00:18] Obvious paths: north, east, south, southwest, west, northwest.
- [00:18] Room Number: 1512
- [00:18] >
- [00:18] [go2]>southwest
- [00:18] You go southwest.
- [00:18] [Dense Forest]
- [00:18] Thunderous drumming disrupts the tranquility of the timberland. You notice a chisel-billed wood borer balanced on a tree trunk while pounding into the wood seeking the small insects that live there. The bird pauses for a moment eyeing you. Then it calls out a loud "Kik-kikkik-kik-kikkik" and resumes its pounding.
- [00:18] Also here: Elegoth.
- [00:18] Obvious paths: north, northeast, east, south, west, northwest.
- [00:18] Room Number: 1518
- [00:18] >
- [00:18] You feel fully rested.
- [00:18] >
- [00:18] [go2]>south
- [00:18] Elegoth runs northeast.
- [00:18] >
- [00:18] You go south.
- [00:18] [Wildulf Woods, Dense Forest]
- [00:18] Towering trees grow close together here. Their silvery-green leaves rustle in the breeze and whisper softly to each other, adding to the hushed expectancy of the forest. A network of interwoven branches forms a canopy overhead with gaps of sky peeking through it. You catch a glimpse of a dark bird circling high above.
- [00:18] Obvious paths: north, east, south.
- [00:18] Room Number: 1520
- [00:18] >
- [00:18] [go2]>east
- [00:18] You go east.
- [00:18] [Wildulf Woods, Dense Forest]
- [00:18] Branches and roots of the closely-packed trees seem to reach out to hinder your passage, and thick coils of thorny vines caress your ankles. The silence of the dense forest is broken by the sudden snapping of a twig, and something moves in the underbrush nearby, shaking the leaves with its abrupt departure.
- [00:18] Obvious paths: south, west.
- [00:18] Room Number: 1523
- [00:18] >
- [00:18] [go2]>south
- [00:18] You go south.
- [00:18] [Wildulf Woods, Clearing]
- [00:18] The foul stench of rotting flesh overwhelms you as soon as you enter the area. A narrow wooden platform has been constructed here with two upright posts topped by a stout crossbar. The crude frame displays a horrifying sight. A short length of hanging chain has been secured around the ankles of what had once been a Gor'tog. The body is now not much more than a bundle of bones held together by the rags and fragments of flesh that still cling to it. You also see a clump of dense bushes with a scrap of fabric on it.
- [00:18] Obvious paths: north, west.
- [00:18] Room Number: 1522
- [00:18] >
- [00:18] [go2]>go bush
- [00:18] Duskruin Arena Champion Everics just arrived.
- [00:18] >
- [00:18] [Wildulf Woods, Needlenose Creek]
- [00:18] A shallow creek cuts through the forest, lazily rippling and undulating over a bed of rocks and sunken logs. Hundreds of gnats hover and buzz in a cloud along the creek bank, where the ground is hard and smooth, as if trampled by many feet over a long period of time. The brush and trees have been cleared to form a pathway to the south, and a thin column of smoke emanates from somewhere in that direction. You also see an exit out through a clump of dense bushes.
- [00:18] Obvious paths: south.
- [00:18] Room Number: 1530
- [00:18] >
- [00:18] Duskruin Arena Champion Everics came through an exit out through a clump of dense bushes.
- [00:18] >
- [00:18] [go2]>south
- [00:18] Duskruin Arena Champion Everics runs south.
- [00:18] >
- [00:18] You go south.
- [00:18] [Wildulf Woods, Dirt Road]
- [00:18] A dense tangle of thorns and creepers has been carefully cut back to allow easy passage along this well-worn pathway. The silence of the forest is suddenly broken by the frantic flapping of wings, followed by a low howl that rapidly builds in intensity and power, echoing through the trees. A second wailing voice joins it in eerie harmony.
- [00:18] Obvious paths: north, southwest.
- [00:18] Room Number: 1531
- [00:18] >
- [00:18] [go2]>southwest
- [00:18] >
- [00:18] You go southwest.
- [00:18] [Wildulf Woods, Dirt Road]
- [00:18] A wide dirt road cuts through impenetrable walls of timber and dense brush. A sudden movement in the trees catches your eye, but when you turn to look, the forest stands still and silent. You cannot shake the uncomfortable feeling that you are being watched and judged. Several rough buildings stand at the southern end of the road.
- [00:18] Obvious paths: northeast, south.
- [00:18] Room Number: 1532
- [00:18] >
- [00:18] [go2]>south
- [00:18] You go south.
- [00:18] [Wolf Clan Home, Dirt Road]
- [00:18] A small community of wooden buildings stands in a clearing, sheltered by the dense, towering trees of Wildulf Woods. The timber dwellings are of primitive construction, but on closer inspection, you can see that they are clean and well-maintained. Several tall, stern-looking Human men, dressed in deer-skin leggings, stride purposefully down a dirt road, heading west toward a large lodge in the distance. You also see the Trader Guild outpost.
- [00:18] Obvious paths: north, west.
- [00:18] Room Number: 1533
- [00:18] >
- [00:18] [go2]>west
- [00:18] You go west.
- [00:18] [Wolf Clan Home, Dirt Road]
- [00:18] A sooty cloud billows out of the smoke hole in the top of one of the wooden cabins that line the road. The building is fairly large but crudely constructed out of raw timber. Windows with hinged shutters and a rough plank door are the only features on this rustic dwelling. A small bed of blue forget-me-nots has been planted next to the door, providing an oddly colorful contrast to the starkness of its surroundings. An old shed stands off to one side. You also see an old barn.
- [00:18] Obvious paths: east, south, west.
- [00:18] Room Number: 1534
- [00:18] >
- [00:18] [go2]>south
- [00:18] You go south.
- [00:18] [Wolf Clan Home, Dirt Road]
- [00:18] The road gets thinner and less worn here, with only a few small wooden houses at its side. Children play on the lots in front of homes, running and laughing, making the whole area have a relaxed atmosphere. Curls of smoke rise from homes carrying with them the smell of meals being prepared.
- [00:18] Obvious paths: north, west.
- [00:18] Room Number: 6158
- [00:18] >
- [00:18] [go2]>west
- [00:18] You run west.
- [00:18] [Wolf Clan Home, Square]
- [00:18] The road circles around a cleared area that has been planted with grass. In the middle a man-sized statue stands, so lifelike it would seem that at any moment it will leap down and run away. As ominous as the statue looks, when people pass by they look at it with a warm smile and raise their head with pride.
- [00:18] Obvious paths: east, south.
- [00:18] Room Number: 1537
- [00:18] >
- [00:18] [go2]>south
- [00:18] You run south.
- [00:18] [Wolf Clan Home, Dirt Road]
- [00:18] Buildings thicken this area of the village, making it seem larger than it really is, but the forest still looms at the edges as a reminder that this is still nature's part of the world. Hammers banging and the smell of tanning oils penetrate the air giving the feel of work and little leisure. The occasional trader or inhabitant walk down the road, intent on their destination. You also see a worn path.
- [00:18] Obvious paths: north, south.
- [00:18] Room Number: 6159
- [00:18] >
- [00:18] [go2]>south
- [00:18] You run south.
- [00:18] [Wolf Clan Home, Dirt Road]
- [00:18] A small building, structured from logs and mud, stands on the side of the road. Skins hanging from the windows, and the smell of curing hides rolling out could almost dizzy the weak. Here and to the west the road looks a bit more trodden indicating that this is the business area of the village. You also see a sign.
- [00:18] Obvious paths: north, west.
- [00:18] Room Number: 1539
- [00:18] >
- [00:18] [go2]>go building
- [00:18] [Crolin's Skins, Main Room]
- [00:18] Crolin's purchasing room smells and looks like a disorganized slaughter-house. The tanner, Crolin, inspects bundles of newly arrived skins, nodding or shaking his head after carefully working them with his hands. His rough, shrewd appearance seems to fit into the atmosphere perfectly. Strong smells of dead animals and substances of the tanning trade drift through a door behind a stained and battered counter.
- [00:18] Obvious exits: east, west, out.
- [00:18] Room Number: 1542
- [00:18] >
- [00:18] [go2]>east
- [00:18] You run east.
- [00:18] [Randal's Leather Repair, Work Room]
- [00:18] Mounds of leather and hides find themselves stacked in almost every corner of this small work area. Wooden boxes of metal rings, studs and rivets claim the remaining space, prompting Randal to use two rolls of padding as a make-shift seat because there is no further room for them. Behind a wood counter Randal sits smiling to himself as he works on a leather breastplate. A large hide tacked to the wall has something written on it. You also see a stately ship rat and a large waste bucket.
- [00:18] Also here: Duskruin Arena Champion Everics.
- [00:18] Obvious exits: west.
- [00:18] Room Number: 1544
- [00:18] >
- [00:18] Everics gets a Randal repair ticket from inside his hunting pack.
- [00:18] >
- [00:18] [go2: travel time: 0:00:23]
- [00:18] --- Lich: go2 has exited.
- [00:18] [crossing-repair]>remove my quilted.pants
- [00:18] >
- [00:18] You remove some quilted heavy burlap pants with a reinforced design from your legs.
- [00:18] >
- [00:18] [crossing-repair]>give my quilted.pants to Randal
- [00:18] Everics works his way into some nightmare black leathers.
- [00:18] >
- [00:18] Randal looks over the pants and says, "That will cost 11 Kronars to repair. Just give it to me again if you want, and I'll have it ready in 1 roisaen."
- [00:18] >
- [00:18] [crossing-repair]>give Randal
- [00:18] You hand Randal 11 Kronars and he gives you back a repair ticket. Randal says, "I will complete this work for you in about 1 roisaen. Please don't lose this ticket! You must have it to reclaim your pants."
- [00:18] >
- [00:18] [crossing-repair]>stow my ticket
- [00:18] Duskruin Arena Champion Everics goes west.
- [00:18] >
- [00:18] You put your ticket in your carryall.
- [00:18] >
- [00:18] [crossing-repair]>remove my quilted.shirt
- [00:18] You work your way out of a quilted heavy burlap shirt with a reinforced design.
- [00:18] >
- [00:18] Your teacher is not here, so you are no longer learning anything.
- [00:18] >
- [00:18] [crossing-repair]>give my quilted.shirt to Randal
- [00:18] Randal looks over the shirt and says, "That will cost 37 Kronars to repair. Just give it to me again if you want, and I'll have it ready in 1 roisaen."
- [00:18] >
- [00:18] [crossing-repair]>give Randal
- [00:18] You hand Randal 37 Kronars and he gives you back a repair ticket. Randal says, "I will complete this work for you in about 1 roisaen. Please don't lose this ticket! You must have it to reclaim your shirt."
- [00:18] >
- [00:18] [crossing-repair]>stow my ticket
- [00:18] You put your ticket in your carryall.
- [00:18] >
- [00:18] [crossing-repair]>remove my quilted.hood
- [00:18] You take a quilted heavy burlap hood with a reinforced design off your head.
- [00:18] >
- [00:18] [crossing-repair]>give my quilted.hood to Randal
- [00:18] Randal looks over the hood and says, "That will cost 9 Kronars to repair. Just give it to me again if you want, and I'll have it ready in 1 roisaen."
- [00:18] >
- [00:18] [crossing-repair]>give Randal
- [00:18] You hand Randal 9 Kronars and he gives you back a repair ticket. Randal says, "I will complete this work for you in about 1 roisaen. Please don't lose this ticket! You must have it to reclaim your hood."
- [00:18] >
- [00:18] [crossing-repair]>stow my ticket
- [00:18] You put your ticket in your carryall.
- [00:18] >
- [00:18] [crossing-repair]>remove my quilted.mask
- [00:18] You remove a quilted heavy burlap mask with a reinforced design from your nose.
- [00:18] >
- [00:18] [crossing-repair]>give my quilted.mask to Randal
- [00:18] >
- [00:18] Randal looks over the mask and says, "That will cost 5 Kronars to repair. Just give it to me again if you want, and I'll have it ready in 1 roisaen."
- [00:18] >
- [00:18] [crossing-repair]>give Randal
- [00:18] You hand Randal 5 Kronars and he gives you back a repair ticket. Randal says, "I will complete this work for you in about 1 roisaen. Please don't lose this ticket! You must have it to reclaim your mask."
- [00:18] >
- [00:18] [crossing-repair]>stow my ticket
- [00:18] You put your ticket in your carryall.
- [00:18] >
- [00:18] [crossing-repair]>remove my quilted.gloves
- [00:18] You pull off some quilted heavy burlap gloves with a reinforced design from your hands.
- [00:18] >
- [00:18] [crossing-repair]>give my quilted.gloves to Randal
- [00:18] A stately ship rat scurries off.
- [00:18] >
- [00:18] Randal looks over the gloves and says, "That will cost 5 Kronars to repair. Just give it to me again if you want, and I'll have it ready in 1 roisaen."
- [00:18] >
- [00:18] [crossing-repair]>give Randal
- [00:18] You hand Randal 5 Kronars and he gives you back a repair ticket. Randal says, "I will complete this work for you in about 1 roisaen. Please don't lose this ticket! You must have it to reclaim your gloves."
- [00:18] >
- [00:18] [crossing-repair]>stow my ticket
- [00:18] You put your ticket in your carryall.
- [00:18] >
- [00:18] [crossing-repair]>remove my small.shield
- [00:18] You loosen the straps securing your small shield and remove it.
- [00:18] >
- [00:18] [crossing-repair]>give my small.shield to Randal
- [00:18] >
- [00:18] Randal looks over the shield and says, "That will cost 54 Kronars to repair. Just give it to me again if you want, and I'll have it ready in 1 roisaen."
- [00:19] >
- [00:19] [crossing-repair]>swap
- [00:19] You move a small gryphon-pelt shield sealed with protective wax to your right hand.
- [00:19] >
- [00:19] [crossing-repair]>give Randal
- [00:19] You hand Randal 54 Kronars and he gives you back a repair ticket. Randal says, "I will complete this work for you in about 1 roisaen. Please don't lose this ticket! You must have it to reclaim your shield."
- [00:19] >
- [00:19] [crossing-repair]>stow my ticket
- [00:19] You put your ticket in your carryall.
- [00:19] >
- [00:19] [crossing-repair]>get my shortbow
- [00:19] You get a leather-gripped yew shortbow from inside your carryall.
- [00:19] >
- [00:19] [crossing-repair]>give my shortbow to Randal
- [00:19] Randal shrugs and says, "There isn't a scratch on that, and I'm not one to rob you."
- [00:19] >
- [00:19] [crossing-repair]>stow my shortbow
- [00:19] You put your shortbow in your carryall.
- [00:19] >
- [00:19] [crossing-repair]>get my crossbow
- [00:19] You get a lever-drawn light crossbow from inside your carryall.
- [00:19] >
- [00:19] [crossing-repair]>give my crossbow to Randal
- [00:19] Randal shrugs and says, "There isn't a scratch on that, and I'm not one to rob you."
- [00:19] >
- [00:19] [crossing-repair]>stow my crossbow
- [00:19] You put your crossbow in your carryall.
- [00:19] >
- [00:19] --- Lich: go2 active.
- [00:19] [go2: ETA: 0:00:11 (60 rooms to move through)]
- [00:19] [go2]>west
- [00:19] You go west.
- [00:19] [Crolin's Skins, Main Room]
- [00:19] Crolin's purchasing room smells and looks like a disorganized slaughter-house. The tanner, Crolin, inspects bundles of newly arrived skins, nodding or shaking his head after carefully working them with his hands. His rough, shrewd appearance seems to fit into the atmosphere perfectly. Strong smells of dead animals and substances of the tanning trade drift through a door behind a stained and battered counter.
- [00:19] Obvious exits: east, west, out.
- [00:19] Room Number: 1542
- [00:19] >
- [00:19] [go2]>out
- [00:19] You go out.
- [00:19] [Wolf Clan Home, Dirt Road]
- [00:19] A small building, structured from logs and mud, stands on the side of the road. Skins hanging from the windows, and the smell of curing hides rolling out could almost dizzy the weak. Here and to the west the road looks a bit more trodden indicating that this is the business area of the village. You also see a sign.
- [00:19] Obvious paths: north, west.
- [00:19] Room Number: 1539
- [00:19] >
- [00:19] [go2]>n
- [00:19] You go north.
- [00:19] [Wolf Clan Home, Dirt Road]
- [00:19] Buildings thicken this area of the village, making it seem larger than it really is, but the forest still looms at the edges as a reminder that this is still nature's part of the world. Hammers banging and the smell of tanning oils penetrate the air giving the feel of work and little leisure. The occasional trader or inhabitant walk down the road, intent on their destination. You also see a worn path.
- [00:19] Obvious paths: north, south.
- [00:19] Room Number: 6159
- [00:19] >
- [00:19] [go2]>north
- [00:19] You go north.
- [00:19] [Wolf Clan Home, Square]
- [00:19] The road circles around a cleared area that has been planted with grass. In the middle a man-sized statue stands, so lifelike it would seem that at any moment it will leap down and run away. As ominous as the statue looks, when people pass by they look at it with a warm smile and raise their head with pride.
- [00:19] Obvious paths: east, south.
- [00:19] Room Number: 1537
- [00:19] >
- [00:19] [go2]>east
- [00:19] You run east.
- [00:19] [Wolf Clan Home, Dirt Road]
- [00:19] The road gets thinner and less worn here, with only a few small wooden houses at its side. Children play on the lots in front of homes, running and laughing, making the whole area have a relaxed atmosphere. Curls of smoke rise from homes carrying with them the smell of meals being prepared.
- [00:19] Obvious paths: north, west.
- [00:19] Room Number: 6158
- [00:19] >
- [00:19] [go2]>north
- [00:19] >
- [00:19] You run north.
- [00:19] [Wolf Clan Home, Dirt Road]
- [00:19] A sooty cloud billows out of the smoke hole in the top of one of the wooden cabins that line the road. The building is fairly large but crudely constructed out of raw timber. Windows with hinged shutters and a rough plank door are the only features on this rustic dwelling. A small bed of blue forget-me-nots has been planted next to the door, providing an oddly colorful contrast to the starkness of its surroundings. An old shed stands off to one side. You also see an old barn.
- [00:19] Obvious paths: east, south, west.
- [00:19] Room Number: 1534
- [00:19] >
- [00:19] [go2]>east
- [00:19] You run east.
- [00:19] [Wolf Clan Home, Dirt Road]
- [00:19] A small community of wooden buildings stands in a clearing, sheltered by the dense, towering trees of Wildulf Woods. The timber dwellings are of primitive construction, but on closer inspection, you can see that they are clean and well-maintained. Several tall, stern-looking Human men, dressed in deer-skin leggings, stride purposefully down a dirt road, heading west toward a large lodge in the distance. You also see the Trader Guild outpost.
- [00:19] Obvious paths: north, west.
- [00:19] Room Number: 1533
- [00:19] >
- [00:19] [go2]>north
- [00:19] You run north.
- [00:19] [Wildulf Woods, Dirt Road]
- [00:19] A wide dirt road cuts through impenetrable walls of timber and dense brush. A sudden movement in the trees catches your eye, but when you turn to look, the forest stands still and silent. You cannot shake the uncomfortable feeling that you are being watched and judged. Several rough buildings stand at the southern end of the road.
- [00:19] Obvious paths: northeast, south.
- [00:19] Room Number: 1532
- [00:19] >
- [00:19] [go2]>northeast
- [00:19] You run northeast.
- [00:19] [Wildulf Woods, Dirt Road]
- [00:19] A dense tangle of thorns and creepers has been carefully cut back to allow easy passage along this well-worn pathway. The silence of the forest is suddenly broken by the frantic flapping of wings, followed by a low howl that rapidly builds in intensity and power, echoing through the trees. A second wailing voice joins it in eerie harmony.
- [00:19] Obvious paths: north, southwest.
- [00:19] Room Number: 1531
- [00:19] >
- [00:19] [go2]>north
- [00:19] You run north.
- [00:19] [Wildulf Woods, Needlenose Creek]
- [00:19] A shallow creek cuts through the forest, lazily rippling and undulating over a bed of rocks and sunken logs. Hundreds of gnats hover and buzz in a cloud along the creek bank, where the ground is hard and smooth, as if trampled by many feet over a long period of time. The brush and trees have been cleared to form a pathway to the south, and a thin column of smoke emanates from somewhere in that direction. You also see an exit out through a clump of dense bushes.
- [00:19] Obvious paths: south.
- [00:19] Room Number: 1530
- [00:19] >
- [00:19] [go2]>go bush
- [00:19] >
- [00:19] [Wildulf Woods, Clearing]
- [00:19] The foul stench of rotting flesh overwhelms you as soon as you enter the area. A narrow wooden platform has been constructed here with two upright posts topped by a stout crossbar. The crude frame displays a horrifying sight. A short length of hanging chain has been secured around the ankles of what had once been a Gor'tog. The body is now not much more than a bundle of bones held together by the rags and fragments of flesh that still cling to it. You also see a clump of dense bushes with a scrap of fabric on it.
- [00:19] Obvious paths: north, west.
- [00:19] Room Number: 1522
- [00:19] >
- [00:19] [go2]>north
- [00:19] You run north.
- [00:19] [Wildulf Woods, Dense Forest]
- [00:19] Branches and roots of the closely-packed trees seem to reach out to hinder your passage, and thick coils of thorny vines caress your ankles. The silence of the dense forest is broken by the sudden snapping of a twig, and something moves in the underbrush nearby, shaking the leaves with its abrupt departure.
- [00:19] Obvious paths: south, west.
- [00:19] Room Number: 1523
- [00:19] >
- [00:19] [go2]>west
- [00:19] You run west.
- [00:19] [Wildulf Woods, Dense Forest]
- [00:19] Towering trees grow close together here. Their silvery-green leaves rustle in the breeze and whisper softly to each other, adding to the hushed expectancy of the forest. A network of interwoven branches forms a canopy overhead with gaps of sky peeking through it. You catch a glimpse of a dark bird circling high above.
- [00:19] Obvious paths: north, east, south.
- [00:19] Room Number: 1520
- [00:19] >
- [00:19] [go2]>north
- [00:19] You run north.
- [00:19] [Dense Forest]
- [00:19] Thunderous drumming disrupts the tranquility of the timberland. You notice a chisel-billed wood borer balanced on a tree trunk while pounding into the wood seeking the small insects that live there. The bird pauses for a moment eyeing you. Then it calls out a loud "Kik-kikkik-kik-kikkik" and resumes its pounding.
- [00:19] Obvious paths: north, northeast, east, south, west, northwest.
- [00:19] Room Number: 1518
- [00:19] >
- [00:19] [go2]>northeast
- [00:19] You run northeast.
- [00:19] [Woodland Path, Dense Forest]
- [00:19] A well-worn dirt path that travels eastward through the forest ends abruptly at this point. Towering trees spread out in all directions, standing silent and watchful like arboreal sentinels. Brambles and knotsweed cover the heavily shaded forest floor. You catch a glimpse of an ancient, crumbling tower through a break in the trees.
- [00:19] Obvious paths: north, east, south, southwest, west, northwest.
- [00:19] Room Number: 1512
- [00:19] >
- [00:19] [go2]>east
- [00:19] You go east.
- [00:19] [Woodland Path, Dense Forest]
- [00:19] Your eye is caught by a fluttering movement near the base of the trees. Dozens of white pine butterflies perform a graceful dance over creamcups and fairy slipper plants that grow in clusters there. Their fragile white wings sparkle iridescently from a single ray of sun that makes its way through the dense canopy of leaves overhead. You also see a rough timber cabin that has been burned halfway to the ground.
- [00:19] Obvious paths: northeast, west.
- [00:19] Room Number: 1511
- [00:19] >
- [00:19] [go2]>northeast
- [00:19] You go northeast.
- [00:19] [Woodland Path, Dense Forest]
- [00:19] The path leads from a narrow brook to the east twisting southwestward deeper into the forest. Yellow and gray-feathered flycatchers dart between the trees snatching unsuspecting insects from the air and occasionally pausing to rest on the downy velvetleaf plants that carpet the ground.
- [00:19] Obvious paths: east, southwest.
- [00:19] Room Number: 1510
- [00:19] >
- [00:19] [go2]>east
- [00:19] You go east.
- [00:19] [Woodland Path, Brook]
- [00:19] Tall, elegant bamboo stalks stand erect along a shallow bubbling brook that divides the path here. A long-legged heron scrutinizes the water around its feet. With a quick dart of its beak, it grasps a small, struggling fish and gulps it down hungrily. You also see a leaning sign.
- [00:19] Obvious paths: west.
- [00:19] Room Number: 1509
- [00:19] >
- [00:19] [go2]>go brook
- [00:19] [Woodland Path, Brook]
- [00:19] The brook cuts a narrow path through tall walls of stately trees. The gentle lapping of the mild current against the rocky shore gives the area a sense of peace and tranquility. Soft-blowing breezes bring fresh clean scents from the rushing waters of the Segoltha River to the south.
- [00:19] Obvious paths: east, west.
- [00:19] Room Number: 1508
- [00:19] >
- [00:19] [go2]>east
- [00:19] Roundtime: 1 sec.
- [00:19] You splash east, moving sideways to the light current.
- [00:19] [Woodland Path, Brook]
- [00:19] This shallow stream would probably only come chest-high on a short Halfling. The water moves lazily southward, but the shifting, sharp rocky floor makes crossing uncomfortable.
- [00:19] Obvious paths: north, east, west.
- [00:19] Room Number: 1507
- [00:19] >
- [00:19] [go2]>east
- [00:19] [go2: move: no recognized response after 30 lines. giving up.]
- [00:19] >
- [00:19] Roundtime: 1 sec.
- [00:19] You splash east, moving sideways to the light current.
- [00:19] [Woodland Path, Brook]
- [00:19] A shallow brook cuts across the path here, meandering its way toward the wide Segoltha River to the south. Delicate water hyacinths and horsetail grasses flourish along the gurgling brook's pebbled shore. Dense growths of tall trees surround the area.
- [00:19] Also here: Arcane Lord Alzbar who has a stony visage.
- [00:19] Obvious paths: east.
- [00:19] Room Number: 1451
- [00:19] >
- [00:19] You feel fully rested.
- [00:19] >
- [00:19] [go2]>east
- [00:19] You go east.
- [00:19] [Woodland Path, Dense Forest]
- [00:19] A fallen thorn tree rests alongside the path, already covered with twisting vines and delicate moonwort ferns growing around it on the moist ground. The soft clicking of tiny woodland residents does little to break the deep hush of the forest.
- [00:19] Obvious paths: east, west.
- [00:19] Room Number: 1450
- [00:19] >
- [00:19] [go2]>east
- [00:19] You go east.
- [00:19] [Woodland Path, Forest's Edge]
- [00:19] The path leads into a stand of majestic hemlock trees, the brilliant green of their leaves setting them apart from their neighboring trees. A riotous growth of wildflowers provides a multicolored carpet along the forest's edge. You can see the walls of a mid-sized village nestled in the farmlands stretching to the east.
- [00:19] Obvious paths: southeast, south, west.
- [00:19] Room Number: 1449
- [00:19] >
- [00:19] [go2]>southeast
- [00:19] You go southeast.
- [00:19] [Grassland Path, Meadow]
- [00:19] The river rock wall of the Tiger Clan Home bends around from the east to the south. Thick growths of wild oats and wood meadow grasses spread out from either side of the path. Several small seed-eating birds cling to the tall stalks, swaying in the breeze as they delicately pick at the oats. The dirt path leads into a forest a short distance to the northwest.
- [00:19] Obvious paths: east, northwest.
- [00:19] Room Number: 1448
- [00:19] >
- [00:19] [go2]>east
- [00:19] You go east.
- [00:19] [Grassland Path, Village Gate]
- [00:19] A long rock wall extends east and west bordered by the grassland path. Beyond the wall you can make out the thatched rooftops of the village homesteads. The massive village gate stands open, its wooden beams painted with colorful gold and black stripes.
- [00:19] Obvious paths: east, west.
- [00:19] Room Number: 1447
- [00:19] >
- [00:19] [go2]>east
- [00:19] >
- [00:19] You go east.
- [00:19] [Grassland Path, Farmlands]
- [00:19] Rows of trellises support the twisting and twining stalks of pea and bean plants, their branches filled with plump hanging pods. Several aproned Gor'Tog women stoop over the vines pulling peas, laughing and gossiping with each other as they work. A thick rock wall angles from the west around to the south where you glimpse the sparkle from the waters of the Segoltha River.
- [00:19] Obvious paths: southeast, west.
- [00:19] Room Number: 1446
- [00:19] >
- [00:19] [go2]>southeast
- [00:19] You go southeast.
- [00:19] [Grassland Path, Farmlands]
- [00:19] This wide empty field lies fallow for the year, containing nothing but some dried out brush and a few felled trees. A few Gor'Tog peasants work together cutting brush and hauling out stumps.
- [00:19] Obvious paths: southeast, northwest.
- [00:19] Room Number: 1445
- [00:19] >
- [00:19] [go2]>southeast
- [00:19] You go southeast.
- [00:19] [Grassland Road, Farmlands]
- [00:19] The whooshing sound of the sickle meets your ears as you pass by a group of farmers moving through the wheat cutting stalks. A group of binders follows them, gathering the stalks and tying them into sheaves ready to be taken to the village to dry.
- [00:19] Also here: Hnor.
- [00:19] Obvious paths: east, northwest.
- [00:19] Room Number: 1444
- [00:19] >
- [00:19] [go2]>east
- [00:19] Hnor goes northwest.
- [00:19] >
- [00:19] You go east.
- [00:19] [Grassland Road, Farmlands]
- [00:19] Young crops of spelt and emmer wheat are arranged in neat strips and furlongs in this active field. A Gor'Tog farmer, walking alongside a primitive ard pulled by two oxen, heads down the road to the west, surveying the fields as he walks.
- [00:19] Obvious paths: east, west.
- [00:19] Room Number: 1443
- [00:19] >
- [00:19] [go2]>east
- [00:19] You run east.
- [00:19] [Grassland Road, Farmlands]
- [00:19] A young mongrel dog barks excitedly at you as you pass by several men who are sowing seeds that they carry in small straw baskets hung around their necks. An enormous black crow descends from a nearby walnut tree, flapping its strong wings a few times before proceeding to raid an unattended seed bag. The dog bounds off toward it, giving a few warning barks, sending the crow screeching angrily back to its perch in the trees. You also see a musk hog and a musk hog.
- [00:19] Obvious paths: northeast, west.
- [00:19] Room Number: 1442
- [00:19] >
- [00:19] [go2]>northeast
- [00:19] You run northeast.
- [00:19] [Grassland Road, Orchard]
- [00:19] Short stocky trees laden with fruit and nuts have been planted in this small grove. A Gor'Tog man clad in a leather apron with a bulging pocket stands under one of the nut trees knocking against its branches with a long wooden stave. He quickly gathers up the fallen nuts, stuffing them into the pocket.
- [00:19] Obvious paths: east, southwest.
- [00:19] Room Number: 1441
- [00:19] >
- [00:19] [go2]>east
- [00:19] You run east.
- [00:19] [Grassland Road, Farmlands]
- [00:19] A group of Gor'Tog farmers wielding mattocks and clodding beetles work at breaking up clumps of soil in a recently harrowed field. They pause in their task to stare at you as you pass by, not with any animosity, but also without any friendliness. You also see a musk hog, a musk hog, a musk hog, a musk hog, a musk hog, a musk hog, a musk hog and a musk hog.
- [00:19] Also here: Isylela and Geriscus.
- [00:19] Obvious paths: north, east, west.
- [00:19] Room Number: 1440
- [00:19] >
- [00:19] Isylela lobs a throwing blade at a musk hog. A musk hog evades, just managing to get out of a tight spot.
- [00:19] The throwing blade lands nearby!
- [00:19] >
- [00:19] [go2]>east
- [00:19] You run east.
- [00:19] [Grassland Road, Farmlands]
- [00:19] A patchwork quilt of wheat, oat, barley and fruit trees, neatly planted in rectangular plots, is laid out in all directions. Several Gor'Tog men are working here repairing a roadside fence. A black and gold banner is prominently displayed overhead, supported by two wooden posts. You also see a musk hog.
- [00:19] Obvious paths: southeast, west.
- [00:19] Room Number: 1439
- [00:19] >
- [00:19] [go2]>southeast
- [00:19] You run southeast.
- [00:19] [Grassland Road, Meadow]
- [00:19] Acre after acre of rich farmland stretches off to the west. The gracefully swaying green of Elanthia's vast grasslands is spread out to the east.
- [00:19] Obvious paths: east, northwest.
- [00:19] Room Number: 1438
- [00:19] >
- [00:19] [go2]>east
- [00:19] You run east.
- [00:19] [Grassland Road, Meadow]
- [00:19] Tall sharp blades of switch grass rustle and whisper in the breeze. Here and there small clumps of wild sweet cicely grow in the meadow, filling the air with a spicy scent.
- [00:19] Obvious paths: east, west.
- [00:19] Room Number: 1437
- [00:19] >
- [00:19] [go2]>east
- [00:19] You run east.
- [00:19] [Grassland Road, Meadow]
- [00:19] The vines of dewberry and blooming trumpet creeper twist and intertwine along the edge of the road, separating it from the vast stretch of grassland beyond. Far off to the east you can see the building tops of a large town.
- [00:19] Also here: Corrupt Safe.
- [00:19] Obvious paths: southeast, west.
- [00:19] Room Number: 1436
- [00:19] >
- [00:19] [go2]>southeast
- [00:19] >
- [00:19] Corrupt Safe goes west.
- [00:19] >
- [00:19] Duskruin Arena Champion Everics just arrived.
- [00:19] >
- [00:19] You run southeast.
- [00:19] [Grassland Road, Meadow]
- [00:19] The road makes a slight bend through the grassy meadows brightened with sunny yellow creeping buttercup and milkweed pods bursting with snowy white fluff.
- [00:19] Obvious paths: east, south, northwest.
- [00:19] Room Number: 1435
- [00:19] >
- [00:19] [go2]>east
- [00:19] You run east.
- [00:19] [Grassland Road, Meadow]
- [00:19] A covered merchant's wagon trundles eastward, toward the high walls of the Crossing which are barely visible above their surrounding treetops. The Gor'Tog merchant gives you a polite nod as he urges his horses on at an eager pace. Meadows stretch out from either side of the path as far as the eye can see.
- [00:19] Obvious paths: east, west.
- [00:19] Room Number: 1434
- [00:19] >
- [00:19] [go2]>east
- [00:19] You run east.
- [00:19] [Grassland Road, Meadow]
- [00:19] An endless vista of meadows and grasslands stretches out to the west, traveled by this meandering dirt road compacted to a hard surface by years of trekking feet, hooves and wheels. A path leads to the bustling gate of the Crossing to the east.
- [00:19] Also here: Sticky Fingers Etal who is sitting.
- [00:19] Obvious paths: west.
- [00:19] Room Number: 1433
- [00:19] >
- [00:19] [go2]>go path
- [00:19] [Mycthengelde, Flatlands]
- [00:19] Well-worn paths lead through a grove of trees to a gate in The Crossing's western wall. Now and again you hear birds calling to one another in the branches, or the bustling of a merchant's cart as it makes its way past. A handful of adventurers nod at you in greeting as they make their way into town. An aromatic mix of wildflowers mingles with wyndwood, oak and juniper trees as the grove stretches north and south, while to the west, you can see grassy flatlands through a small clearing. You also see a wooden sign printed in large block letters, a path that heads westward toward the grasslands, a town wall, a narrow trail and the western gate.
- [00:19] Obvious paths: northwest.
- [00:19] Room Number: 1387
- [00:19] >
- [00:19] [go2]>go gate
- [00:19] [The Crossing, Western Gate]
- [00:19] Camels, oxen, and mules compete with Elves, Gor'Togs, and Humans to pass through the narrow gate which breaches the stone wall between town and the western reaches. The lowing of animals, and the bellowing of irate travelers become almost indistinguishable the more you listen. After a few minutes, so do the unmistakable odors of unwashed sojourners and domestic beasts of burden. It begins to dawn on you why folks are anxious to pass through customs, whatever the cost, as quickly as possible. You also see the Western Gate, the Guard House and some stone stairs leading to the top of the town wall.
- [00:19] Obvious paths: east.
- [00:19] Room Number: 866
- [00:19] >
- [00:19] [go2]>east
- [00:19] You run east.
- [00:19] [The Crossing, Goodwhate Pike]
- [00:19] Old woodframe buildings that appear to be vacant border the wide pike here. Heavy traffic has taken its toll, leaving deep ruts and almost demolishing the curb, so that the already decrepit mud-and-twig structures almost seem to spill out upon the road. You have no doubt that, during the height of the rainy season, they literally do. Directly west lies the Western Gate.
- [00:19] Obvious paths: east, south, west.
- [00:19] Room Number: 865
- [00:19] >
- [00:19] [go2]>east
- [00:19] You go east.
- [00:19] [The Crossing, Goodwhate Pike]
- [00:19] A long, barn-like structure hunkers just by the road here, wedged between the cobbled way and the high outer walls of town that lie just north. A very high, very wide double door leads in and from it the lowing of oxen, the whinnying of steeds and the braying of obstinate pack animals can be heard. An exotic-looking trader in a silk robe forcibly leads a recalcitrant camel from the building, almost knocking a nearby attendant to the ground. You also see a fluffy jet black kitten and a huge mound of manure.
- [00:19] Obvious paths: east, south, west.
- [00:19] Room Number: 864
- [00:19] >
- [00:19] [go2]>east
- [00:19] You go east.
- [00:19] [The Crossing, Goodwhate Pike]
- [00:19] The gates to the west, the river and Oxenwaithe Bridge to the east, the town walls and dense forests and scrub just beyond to the north - all serve as a reminder of the dichotomy between the untamed forces of nature and the works of mortals that life in Elanthia constantly confronts its inhabitants with. Such cosmic musings are soon cut short, however, as a foul-smelling Dwarf barbarian shoves aside a few passersby rudely and lumbers past.
- [00:19] Obvious paths: east, south, west.
- [00:19] Room Number: 863
- [00:19] >
- [00:19] [go2]>east
- [00:19] You go east.
- [00:19] [The Crossing, Oxenwaithe Bridge]
- [00:19] This bridge is wide and sturdy, its strong oaken planks weathered but in good repair. Across this span must stream all the traffic directly proceeding to or coming from the Northern and Western Tiers. Oxcarts laden with imports and exports rumble past.
- [00:19] Obvious paths: east, south, west.
- [00:19] Room Number: 862
- [00:19] >
- [00:19] [go2]>east
- [00:19] You go east.
- [00:19] [The Crossing, Clanthew Boulevard]
- [00:19] The meandering course of the River Oxenwaithe lies dead ahead. Wooden carts, powered by all manner of two- and four-legged beasts, rumble past, headed west towards the broad, well-worn planks of the Oxenwaithe Bridge and east into the heart of the Crossing. Groups of armed adventurers, mystics, merchants and rogues weave in and out of the wheeled and hoofed mobs.
- [00:19] Obvious paths: east.
- [00:19] Room Number: 772
- [00:19] >
- [00:19] [go2]>east
- [00:19] You run east.
- [00:19] [The Crossing, Clanthew Boulevard]
- [00:19] From the west comes the sound of currents rushing through a narrow river bend, while in the distance, just barely evident to the northwest, is a corner of the outer town wall, over which the calls of birds can be heard. Mingled among the sublime sounds of nature, are the equally sweet sounds reaching your ears from a small, unpretentious building set unobtrusively off to the south side of the road. You also see a small building.
- [00:19] Obvious paths: east, south, west.
- [00:19] Room Number: 771
- [00:19] >
- [00:19] [go2]>east
- [00:19] You run east.
- [00:19] [The Crossing, Clanthew Boulevard]
- [00:19] A side entrance to the Academy, in the form of a low, bronze gate, stands here. Students and faculty come and go through it, since it provides convenient access to the inns and eateries clustered to the north and east of Elanthia's most renowned seat of learning and research. Several blocks to the east looms the dome of the Champions' Arena, which also houses the Barbarians' Guild and farther north, both within and without the sheltering walls of town, lie various other Guilds.
- [00:19] Obvious paths: north, east, west.
- [00:19] Room Number: 770
- [00:19] >
- [00:19] [go2]>east
- [00:19] You run east.
- [00:19] [The Crossing, Clanthew Boulevard]
- [00:19] You pause a moment at one of the busiest crossroads of town. Through this intersection must pass most of those traveling from the wilderness of the Western Tier into the heart of the Crossing, and those departing as well. To the east lie the gates to the Eastern Tier, affording access to the Warrior Mages' Guild and the Observatory, and other, more perilous, destinations.
- [00:19] Obvious paths: east, south, west.
- [00:19] Room Number: 769
- [00:19] >
- [00:19] [go2]>east
- [00:19] You run east.
- [00:19] [The Crossing, Clanthew Boulevard]
- [00:19] The cobblestones here are grey and flecked with crystals that sparkle as you move along the boulevard. High walls over which loom still higher structures with shuttered, mute windows that face the street and baked tile roofs, indicate you are passing through one of the wealthier residential sections of the Crossing. You also see a grand stone archway with a bronze plaque on it and a small hut with a grey raven perched on the roof.
- [00:19] Also here: Altar Boy Fistadanlius.
- [00:19] Obvious paths: east, south, west.
- [00:19] Room Number: 768
- [00:19] >
- [00:19] [go2]>south
- [00:19] You run south.
- [00:19] [The Crossing, Via Iltesh]
- [00:19] This small lane off of Clanthew Boulevard narrows to the south and grows wider as it leads north into the main road, giving it a shape reminiscent of the blade of a huge greatsword. Due south you can see the verdant border of the Town Green and the shops of the Weaponsmith and Armorer. To the northeast is the dome of the Champions' Arena and to the west, the three-story colonnades of the Academy dominate the skyline.
- [00:19] Obvious paths: north, south.
- [00:19] Room Number: 786
- [00:19] >
- [00:19] [go2]>south
- [00:19] You run south.
- [00:19] [The Crossing, Via Iltesh]
- [00:19] The lane is quite narrow here, with the sides of the Armorer's and Weaponsmith's shops encroaching on the path itself. Their huddling structures and the shady hedges and lunats that form this northern boundary of the Town Green cause slippery moss to grow upon the cobblestones and cast a cool, damp pall over this end of the street. You also see a town guard.
- [00:19] Obvious paths: north, south.
- [00:19] Room Number: 787
- [00:19] >
- [00:19] [go2]>south
- [00:19] You run south.
- [00:19] [The Crossing, Town Green North]
- [00:19] A small path of bent grass leads to a narrow stretch of cobblestones between the grass and the privet hedge that stands before Milgrym the Weaponsmith's. The town's main source of serviceable arms, Milgrym does a good trade and has a solid reputation. The stream of customers, though steady, seems careful not to disturb the usual tranquility of the facing greensward. You also see a town guard, a public listings board and the town green pond.
- [00:19] Obvious paths: north, east, southeast, south, southwest, west.
- [00:19] Room Number: 788
- [00:19] >
- [00:19] [go2]>south
- [00:19] You run south.
- [00:19] [The Crossing, Town Green South]
- [00:19] A gap in the stand of lunat trees leads south into Lunat Shade Road. In that general direction lie Berolt's Dry Goods, the Town Hall, the soaring presence of the Temple, the Provincial Bank and other key structures. A few loafers loll on the grass, watching those entering and leaving the Green. Sparrows, jays and other birds call to one another from the treetops, flitting back and forth between their nests and roosts in the dense hedges bordering the park.
- [00:19] Obvious paths: north, northeast, east, south, west, northwest.
- [00:19] Room Number: 792
- [00:19] >
- [00:19] [go2]>south
- [00:19] You run south.
- [00:19] [The Crossing, Lunat Shade Road]
- [00:19] Majestic lunat trees line this byway, donated by the town's prosperous traders, a reminder of how their Guild delights in improving the quality of life for beings all over Elanthia. One such wealthy merchant, though not as ostentatious as most, is Berolt, the dry goods dealer. His venerable general store here outfits adventurers with all the basic necessities. The row of trees on the north side of the street also serves to shade the south half of Town Green.
- [00:19] Obvious paths: north, east, south.
- [00:19] Room Number: 753
- [00:19] >
- [00:19] [go2]>south
- [00:19] >
- [00:19] You run south.
- [00:19] [The Crossing, Alamhif Trace]
- [00:19] This pivotal junction connects many of the Crossing's key locations. Proudly located to the south you see the translucent dome of the Temple flanked by its three guard towers, while the Town Green and the Town Hall can be seen off toward the north and northeast. The babble of many languages, of clan and guild and folk, fill the air here. Travelers dressed in all manner of costume, garb and battle gear amble past, admiring the view of the buildings here, or looking about to get their bearings. You also see the Carousel square.
- [00:19] Obvious paths: north, southeast, west.
- [00:19] Room Number: 733
- [00:19] >
- [00:19] [go2]>southeast
- [00:19] You run southeast.
- [00:19] [The Crossing, Hodierna Way]
- [00:19] The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum. The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name. A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside. You also see a big orange sign with a picture of a smiling Dwarf and a large parchment.
- [00:19] Also here: Ydian who is darkened by an unnatural shadow.
- [00:19] Obvious paths: east, southwest, northwest.
- [00:19] Room Number: 732
- [00:19] >
- [00:19] [go2]>east
- [00:19] You run east.
- [00:19] [The Crossing, Hodierna Way]
- [00:19] This busy intersection is a conduit for travelers -- wheeled, mounted or on foot -- moving in and out of the Eastern Gate or northwest to the heart of the city. The Orders headquarters stands here, its doors open. Due west is a granite structure, and to the southwest the skyline is dominated by the magnificent High Temple of Zoluren. You also see a news stand with a parchment scroll on it and a walkway ramp.
- [00:19] Obvious paths: north, east, south, west.
- [00:19] Room Number: 731
- [00:19] >
- [00:19] [go2]>east
- [00:19] You run east.
- [00:19] [The Crossing, Hodierna Way]
- [00:19] Much of the heavy traffic that passes along Hodierna Way bespeaks of its place as a vital link through town to the shops, public institutions and the guilds, as well as to the observatory and rocky coast eastward beyond the wall. Part of the rush here, no doubt, is generated by Catrox's Forge, where the repair and refurbishing of arms, armor and shields draws a constant clientele of ardent adventurers.
- [00:19] Obvious paths: east, west.
- [00:19] Room Number: 730
- [00:19] >
- [00:19] [go2]>go forge
- [00:19] [Catrox's Forge, Entryway]
- [00:19] The forge of Catrox the Dwarf is known throughout the lands. Here mundane metal is transformed into tools, and weapons, damaged armor and shields are made whole again. This entryway is covered by a tin roof, with no walls, in the hope of letting some air into the smoky, noisy and sweltering compound. The ringing of metal on metal, the sputtering of cinders and slag, the hissing of steel meeting water, all are audible from within. You also see Repairman Catrox, a large sign, a sooty swinging door and a large waste bucket.
- [00:19] Also here: Geometric Warder Talvairian and Locksmith Sylventos.
- [00:19] Obvious exits: out.
- [00:19] Room Number: 19093
- [00:19] >
- [00:19] Sylventos gets a Catrox repair ticket from inside his backpack.
- [00:19] >
- [00:19] [go2: travel time: 0:00:23]
- [00:19] --- Lich: go2 has exited.
- [00:19] [crossing-repair]>remove my light.greaves
- [00:19] Remove what?
- [00:19] >
- [00:19] [crossing-repair]>get my light.greaves
- [00:19] You get some light plate greaves from inside your carryall.
- [00:19] >
- [00:19] [crossing-repair]>give my light.greaves to Catrox
- [00:19] Sylventos slips some light lumium plate gauntlets crafted from tempered plates onto his hands.
- [00:19] >
- [00:19] Catrox looks over the greaves and says, "That will cost 5 Kronars to repair. Just give it to me again if you want, and I'll have it ready in 1 roisaen."
- [00:19] >
- [00:19] [crossing-repair]>give Catrox
- [00:19] You hand Catrox 5 Kronars and he gives you back a repair ticket. Catrox says, "I will complete this work for you in about 1 roisaen. Please don't lose this ticket! You must have it to reclaim your greaves."
- [00:19] >
- [00:19] [crossing-repair]>stow my ticket
- [00:19] You put your ticket in your carryall.
- [00:19] >
- [00:19] [crossing-repair]>remove my chain.greaves
- [00:19] Sylventos gets a Randal repair ticket from inside his backpack.
- [00:19] >
- [00:19] Remove what?
- [00:19] >
- [00:19] [crossing-repair]>get my chain.greaves
- [00:19] You get some metal chain greaves from inside your carryall.
- [00:19] >
- [00:19] [crossing-repair]>give my chain.greaves to Catrox
- [00:19] Catrox looks over the greaves and says, "That will cost 5 Kronars to repair. Just give it to me again if you want, and I'll have it ready in 1 roisaen."
- [00:19] >
- [00:19] Locksmith Sylventos strides out.
- [00:19] >
- [00:19] [crossing-repair]>give Catrox
- [00:19] You hand Catrox 5 Kronars and he gives you back a repair ticket. Catrox says, "I will complete this work for you in about 1 roisaen. Please don't lose this ticket! You must have it to reclaim your greaves."
- [00:19] >
- [00:19] [crossing-repair]>stow my ticket
- [00:19] You put your ticket in your carryall.
- [00:19] >
- [00:19] [crossing-repair]>remove my scale.greaves
- [00:19] Remove what?
- [00:19] >
- [00:19] [crossing-repair]>get my scale.greaves
- [00:19] You get some metal scale greaves from inside your carryall.
- [00:19] >
- [00:19] [crossing-repair]>give my scale.greaves to Catrox
- [00:19] Catrox looks over the greaves and says, "That will cost 5 Kronars to repair. Just give it to me again if you want, and I'll have it ready in 1 roisaen."
- [00:19] >
- [00:19] [crossing-repair]>give Catrox
- [00:19] You hand Catrox 5 Kronars and he gives you back a repair ticket. Catrox says, "I will complete this work for you in about 1 roisaen. Please don't lose this ticket! You must have it to reclaim your greaves."
- [00:19] >
- [00:19] [crossing-repair]>stow my ticket
- [00:19] You put your ticket in your carryall.
- [00:19] >
- [00:19] [crossing-repair]>remove my brass.knuckles
- [00:19] You slide some brass knuckles off your hands.
- [00:19] >
- [00:19] [crossing-repair]>give my brass.knuckles to Catrox
- [00:19] Catrox shrugs and says, "There isn't a scratch on that, and I'm not one to rob you."
- [00:19] >
- [00:19] [crossing-repair]>wear my brass.knuckles
- [00:19] You slide some brass knuckles onto your hands and clench your fists to secure the fit.
- [00:19] >
- [00:19] [crossing-repair]>remove my parry.stick
- [00:19] You loosen the straps securing your parry stick and remove it.
- [00:19] >
- [00:19] [crossing-repair]>give my parry.stick to Catrox
- [00:19] Catrox looks over the stick and says, "That will cost 5 Kronars to repair. Just give it to me again if you want, and I'll have it ready in 1 roisaen."
- [00:19] >
- [00:19] [crossing-repair]>give Catrox
- [00:19] You hand Catrox 5 Kronars and he gives you back a repair ticket. Catrox says, "I will complete this work for you in about 1 roisaen. Please don't lose this ticket! You must have it to reclaim your stick."
- [00:19] >
- [00:19] [crossing-repair]>stow my ticket
- [00:19] You put your ticket in your carryall.
- [00:19] >
- [00:19] [crossing-repair]>get my throwing.spike
- [00:19] You get a steel throwing spike from inside your weapon harness.
- [00:19] >
- [00:19] [crossing-repair]>give my throwing.spike to Catrox
- [00:19] Catrox looks over the spike and says, "That will cost 13 Kronars to repair. Just give it to me again if you want, and I'll have it ready in 1 roisaen."
- [00:19] >
- [00:19] [crossing-repair]>give Catrox
- [00:19] >
- [00:19] You hand Catrox 13 Kronars and he gives you back a repair ticket. Catrox says, "I will complete this work for you in about 1 roisaen. Please don't lose this ticket! You must have it to reclaim your spike."
- [00:19] >
- [00:19] [crossing-repair]>stow my ticket
- [00:19] You put your ticket in your carryall.
- [00:19] >
- [00:19] [crossing-repair]>get my scimitar
- [00:19] You get a steel scimitar with a tempered blade from inside your weapon harness.
- [00:19] >
- [00:19] [crossing-repair]>give my scimitar to Catrox
- [00:19] Catrox shrugs and says, "There isn't a scratch on that, and I'm not one to rob you."
- [00:19] >
- [00:19] [crossing-repair]>stow my scimitar
- [00:19] You put your scimitar in your weapon harness.
- [00:19] >
- [00:19] [crossing-repair]>get my robe.sword
- [00:19] >
- [00:19] You get a steel robe sword with a tempered blade from inside your weapon harness.
- [00:19] >
- [00:19] [crossing-repair]>give my robe.sword to Catrox
- [00:19] Catrox shrugs and says, "There isn't a scratch on that, and I'm not one to rob you."
- [00:19] >
- [00:19] [crossing-repair]>stow my robe.sword
- [00:19] You put your sword in your weapon harness.
- [00:19] >
- [00:19] [crossing-repair]>get my bastard.sword
- [00:19] You get a bronze bastard sword with a tempered blade from inside your weapon harness.
- [00:19] >
- [00:19] [crossing-repair]>give my bastard.sword to Catrox
- [00:19] Catrox looks over the sword and says, "That will cost 11 Kronars to repair. Just give it to me again if you want, and I'll have it ready in 1 roisaen."
- [00:19] >
- [00:19] [crossing-repair]>give Catrox
- [00:19] You hand Catrox 11 Kronars and he gives you back a repair ticket. Catrox says, "I will complete this work for you in about 1 roisaen. Please don't lose this ticket! You must have it to reclaim your sword."
- [00:19] >
- [00:19] [crossing-repair]>stow my ticket
- [00:19] You put your ticket in your carryall.
- [00:19] >
- [00:19] [crossing-repair]>get my bar.mace
- [00:19] You get a bronze bar mace with a tempered head from inside your weapon harness.
- [00:19] >
- [00:19] [crossing-repair]>give my bar.mace to Catrox
- [00:19] >
- [00:19] Catrox looks over the mace and says, "That will cost 9 Kronars to repair. Just give it to me again if you want, and I'll have it ready in 1 roisaen."
- [00:19] >
- [00:19] [crossing-repair]>give Catrox
- [00:19] You hand Catrox 9 Kronars and he gives you back a repair ticket. Catrox says, "I will complete this work for you in about 1 roisaen. Please don't lose this ticket! You must have it to reclaim your mace."
- [00:19] >
- [00:19] [crossing-repair]>stow my ticket
- [00:19] You put your ticket in your carryall.
- [00:19] >
- [00:19] [crossing-repair]>get my light.spear
- [00:19] You get a steel light spear from inside your weapon harness.
- [00:19] >
- [00:19] [crossing-repair]>give my light.spear to Catrox
- [00:19] Catrox looks over the spear and says, "That will cost 23 Kronars to repair. Just give it to me again if you want, and I'll have it ready in 1 roisaen."
- [00:19] >
- [00:19] [crossing-repair]>give Catrox
- [00:19] >
- [00:19] You hand Catrox 23 Kronars and he gives you back a repair ticket. Catrox says, "I will complete this work for you in about 1 roisaen. Please don't lose this ticket! You must have it to reclaim your spear."
- [00:19] >
- [00:19] [crossing-repair]>stow my ticket
- [00:19] You put your ticket in your carryall.
- [00:19] >
- [00:19] [crossing-repair]>get my nightstick
- [00:19] You get a steel nightstick from inside your weapon harness.
- [00:19] >
- [00:19] [crossing-repair]>give my nightstick to Catrox
- [00:19] Catrox shrugs and says, "There isn't a scratch on that, and I'm not one to rob you."
- [00:19] >
- [00:19] [crossing-repair]>stow my nightstick
- [00:19] You put your nightstick in your weapon harness.
- [00:19] >
- [00:19] [crossing-repair]>get my Catrox ticket
- [00:19] You get a Catrox repair ticket from inside your carryall.
- [00:19] >
- [00:19] [crossing-repair]>give my ticket to Catrox
- [00:19] Catrox smiles and says, "Well that is almost done, just give me a few more moments here."
- [00:19] >
- [00:19] A Gor'Tog runs into the room soon followed by Mrs. Catrox, rolling pin in hand. "Stay out of me kitchen you over grown toadstool!", she screams. Then, noticing you, she pauses a moment and curtsies. But remembering her cause, she resumes the chase yelling, "I'm gonna kill this one poppa!"
- [00:19]
- [00:19] Without even a glance up, Catrox mutters, "Right mamma, whatever."
- [00:20] >
- [00:20] Talvairian puts his knife in his canvas backpack.
- [00:20] >
- [00:20] Talvairian gets a Catrox repair ticket from inside his canvas backpack.
- [00:20] >
- [00:20] Talvairian puts his club in his canvas backpack.
- [00:20] >
- [00:20] Talvairian gets a Catrox repair ticket from inside his canvas backpack.
- [00:20] >
- [00:20] Talvairian puts his rapier in his canvas backpack.
- [00:20] >
- [00:20] Talvairian gets a Catrox repair ticket from inside his canvas backpack.
- [00:20] >
- [00:20] Talvairian straps his parry stick along his right forearm, settling it into position.
- [00:20] >
- [00:20] Talvairian gets a Catrox repair ticket from inside his canvas backpack.
- [00:20] >
- [00:20] Talvairian slides his left arm through the straps on his dented targe and flexes.
- [00:20] >
- [00:20] Talvairian gets a Randal repair ticket from inside his canvas backpack.
- [00:20] >
- [00:20] Geometric Warder Talvairian goes out.
- [00:20] >
- [00:20] [crossing-repair]>give my ticket to Catrox
- [00:20] Catrox smiles and says, "Well that is almost done, just give me a few more moments here."
- [00:20] >
- [00:20] You are still rather wet, but drying off nicely.
- [00:20] >
- [00:20] Antarus just arrived.
- [00:20] >
- [00:20] Antarus loosens the straps securing his target shield and removes it.
- [00:20] >
- [00:20] Antarus moves a metal target shield to his right hand.
- [00:20] >
- [00:20] Antarus puts his ticket in his tinker's pack.
- [00:20] >
- [00:20] Antarus loosens the straps securing his parry stick and removes it.
- [00:20] >
- [00:20] Antarus puts his ticket in his tinker's pack.
- [00:20] >
- [00:20] [crossing-repair]>give my ticket to Catrox
- [00:20] Antarus gets a steel scimitar from inside his tinker's pack.
- [00:20] >
- [00:20] You hand Catrox your ticket and are handed back a steel light spear.
- [00:20] >
- [00:20] [crossing-repair]>stow my light.spear
- [00:20] You put your spear in your weapon harness.
- [00:20] >
- [00:20] Antarus puts his scimitar in his tinker's pack.
- [00:20] >
- [00:20] [crossing-repair]>get my Catrox ticket
- [00:20] You get a Catrox repair ticket from inside your carryall.
- [00:20] >
- [00:20] [crossing-repair]>give my ticket to Catrox
- [00:20] Antarus gets a recurved cavalry sabre from inside his tinker's pack.
- [00:20] >
- [00:20] You hand Catrox your ticket and are handed back a bronze bar mace with a tempered head.
- [00:20] >
- [00:20] [crossing-repair]>stow my bar.mace
- [00:20] You put your mace in your weapon harness.
- [00:20] >
- [00:20] [crossing-repair]>get my Catrox ticket
- [00:20] You get a Catrox repair ticket from inside your carryall.
- [00:20] >
- [00:20] [crossing-repair]>give my ticket to Catrox
- [00:20] Antarus puts his ticket in his tinker's pack.
- [00:20] >
- [00:20] You hand Catrox your ticket and are handed back a bronze bastard sword with a tempered blade.
- [00:20] >
- [00:20] [crossing-repair]>stow my bastard.sword
- [00:20] Antarus gets a heavy flanged mace from inside his tinker's pack.
- [00:20] >
- [00:20] You put your sword in your weapon harness.
- [00:20] >
- [00:20] [crossing-repair]>get my Catrox ticket
- [00:20] You get a Catrox repair ticket from inside your carryall.
- [00:20] >
- [00:20] [crossing-repair]>give my ticket to Catrox
- [00:20] You hand Catrox your ticket and are handed back a steel throwing spike.
- [00:20] >
- [00:20] [crossing-repair]>stow my throwing.spike
- [00:20] You put your spike in your weapon harness.
- [00:20] >
- [00:20] Antarus puts his ticket in his tinker's pack.
- [00:20] >
- [00:20] [crossing-repair]>get my Catrox ticket
- [00:20] You get a Catrox repair ticket from inside your carryall.
- [00:20] >
- [00:20] Antarus gets a lever-drawn light crossbow from inside his tinker's pack.
- [00:20] >
- [00:20] [crossing-repair]>give my ticket to Catrox
- [00:20] You hand Catrox your ticket and are handed back a polished steel parry stick.
- [00:20] >
- [00:20] [crossing-repair]>wear my parry.stick
- [00:20] Antarus puts his crossbow in his tinker's pack.
- [00:20] >
- [00:20] You strap the parry stick along your right forearm, settling it into a comfortable position.
- [00:20] >
- [00:20] Antarus gets a Catrox repair ticket from inside his tinker's pack.
- [00:20] >
- [00:20] [crossing-repair]>get my Catrox ticket
- [00:20] You get a Catrox repair ticket from inside your carryall.
- [00:20] >
- [00:20] [crossing-repair]>give my ticket to Catrox
- [00:20] You hand Catrox your ticket and are handed back some metal scale greaves.
- [00:20] >
- [00:20] [crossing-repair]>stow my scale.greaves
- [00:20] You put your greaves in your carryall.
- [00:20] >
- [00:20] [crossing-repair]>get my Catrox ticket
- [00:20] >
- [00:20] You get a Catrox repair ticket from inside your carryall.
- [00:20] >
- [00:20] [crossing-repair]>give my ticket to Catrox
- [00:20] You hand Catrox your ticket and are handed back some metal chain greaves.
- [00:20] >
- [00:20] [crossing-repair]>stow my chain.greaves
- [00:20] You put your greaves in your carryall.
- [00:20] >
- [00:20] [crossing-repair]>get my Catrox ticket
- [00:20] You get a Catrox repair ticket from inside your carryall.
- [00:20] >
- [00:20] [crossing-repair]>give my ticket to Catrox
- [00:20] You hand Catrox your ticket and are handed back some light plate greaves.
- [00:20] >
- [00:20] [crossing-repair]>stow my light.greaves
- [00:20] You put your greaves in your carryall.
- [00:20] >
- [00:20] [crossing-repair]>get my Catrox ticket
- [00:20] What were you referring to?
- [00:20] >
- [00:20] [crossing-repair]>get my Randal ticket
- [00:20] You get a Randal repair ticket from inside your carryall.
- [00:20] >
- [00:20] --- Lich: go2 active.
- [00:20] [go2: ETA: 0:00:11 (60 rooms to move through)]
- [00:20] [go2]>out
- [00:20] You go out.
- [00:20] [The Crossing, Hodierna Way]
- [00:20] Much of the heavy traffic that passes along Hodierna Way bespeaks of its place as a vital link through town to the shops, public institutions and the guilds, as well as to the observatory and rocky coast eastward beyond the wall. Part of the rush here, no doubt, is generated by Catrox's Forge, where the repair and refurbishing of arms, armor and shields draws a constant clientele of ardent adventurers.
- [00:20] Obvious paths: east, west.
- [00:20] Room Number: 730
- [00:20] >
- [00:20] [go2]>west
- [00:20] You go west.
- [00:20] [The Crossing, Hodierna Way]
- [00:20] This busy intersection is a conduit for travelers -- wheeled, mounted or on foot -- moving in and out of the Eastern Gate or northwest to the heart of the city. The Orders headquarters stands here, its doors open. Due west is a granite structure, and to the southwest the skyline is dominated by the magnificent High Temple of Zoluren. You also see a news stand with a parchment scroll on it and a walkway ramp.
- [00:20] Obvious paths: north, east, south, west.
- [00:20] Room Number: 731
- [00:20] >
- [00:20] [go2]>west
- [00:20] You go west.
- [00:20] [The Crossing, Hodierna Way]
- [00:20] The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum. The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name. A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside. You also see a big orange sign with a picture of a smiling Dwarf and a large parchment.
- [00:20] Also here: Flayra and Shughai.
- [00:20] Obvious paths: east, southwest, northwest.
- [00:20] Room Number: 732
- [00:20] >
- [00:20] [go2]>northwest
- [00:20] >
- [00:20] You go northwest.
- [00:20] [The Crossing, Alamhif Trace]
- [00:20] This pivotal junction connects many of the Crossing's key locations. Proudly located to the south you see the translucent dome of the Temple flanked by its three guard towers, while the Town Green and the Town Hall can be seen off toward the north and northeast. The babble of many languages, of clan and guild and folk, fill the air here. Travelers dressed in all manner of costume, garb and battle gear amble past, admiring the view of the buildings here, or looking about to get their bearings. You also see Forest Warden Hengwild and the Carousel square.
- [00:20] Obvious paths: north, southeast, west.
- [00:20] Room Number: 733
- [00:20] >
- [00:20] [go2]>west
- [00:21] You go west.
- [00:21] [The Crossing, Alamhif Trace]
- [00:21] A constant stream of townsfolk and outlanders file past you but the mix is not your usual pastiche of rag-tag traders, bare-chested barbarians, indolent bards and assorted laborers. Here most people speak in serene tones or peer at you benevolently from behind cowls of the cleric's calling. Many cluster around Brother Durantine's Cleric Shop, which hugs the north side of the road. A monk pauses in the shadows cast by the High Temple tower to the southwest before continuing his journey.
- [00:21] Obvious paths: east, south, west.
- [00:21] Room Number: 734
- [00:21] >
- [00:21] [go2]>west
- [00:21] You go west.
- [00:21] [The Crossing, Asemath Walk]
- [00:21] Clerics, academics and carousers all are apparent here, headed throughout town on different courses. The windows and terraces from the back of the two-storied Half Pint Inn face the street from the south, while to the east is the side of the cleric's shop. Smooth paving stones, pale grey with dark grey borders, have been laid to coordinate with the approaches to the High Temple.
- [00:21] Obvious paths: north, east, west.
- [00:21] Room Number: 735
- [00:21] >
- [00:21] [go2]>north
- [00:21] You go north.
- [00:21] [The Crossing, Asemath Walk]
- [00:21] The crowd here is boisterous, composed of students, teachers, and seekers of all kinds. Some head south to the famed taproom of the Half Pint Inn, others appear to have already enjoyed the libations there to the dregs and are heading back for study. The inn to the south and the visitors to the High Temple to the southeast contribute to the brisk flow of people to and from the Academy.
- [00:21] Obvious paths: north, south.
- [00:21] Room Number: 784
- [00:21] >
- [00:21] [go2]>north
- [00:21] You run north.
- [00:21] [The Crossing, Asemath Walk]
- [00:21] You stand before a sign in the shape of a giant lute, painted in red and gilt and inlaid with ivory and jet, with florid script proclaiming the virtues of the True Bard d'Or, the Crossing's finest purveyor of high-quality instruments for bards, aesthetes and amateurs alike. Dashing, gaily-clad figures stream in and out of the shop, lutes slung over shoulders or pipes clasped under arms. A haunting tune, at once both exhilarating and melancholic, emanates from the doorway.
- [00:21] Obvious paths: north, east, south, west.
- [00:21] Room Number: 783
- [00:21] >
- [00:21] [go2]>west
- [00:21] You run west.
- [00:21] [The Crossing, Trollferry Approach]
- [00:21] The street here is a bit neglected, as though it once carried constant foot and cart traffic, but now is somewhat forlorn and forgotten. Little draws your attention, only the red brick back of the bathhouse along the south side of the path, and the clapboard back of the Bards' Shop directly north. The smells of steam, water, varnish and rosin escape through small windows facing the street, as the path curves northeast to intersect with Asemath Walk.
- [00:21] Obvious paths: east, west.
- [00:21] Room Number: 779
- [00:21] >
- [00:21] [go2]>west
- [00:21] You run west.
- [00:21] [The Crossing, Trollferry Approach]
- [00:21] This intersection leads north to Lorethew and Clanthew Streets, which provide access to the river crossing and to the guild headquarters to the north and to the east. The embankment of the river is built up slightly ahead, providing a small measure of protection against flooding, while also serving as the base for a crumbling, old pier. You also see the Crossing Outfitting Society Building.
- [00:21] Obvious paths: north, east, west.
- [00:21] Room Number: 775
- [00:21] >
- [00:21] [go2]>north
- [00:21] You run north.
- [00:21] [The Crossing, Lorethew Street]
- [00:21] The path here follows the curves of the Oxenwaithe, bringing you nearer to the swirling, dark currents. Along the bank, to the southwest, you make out several dinghies bobbing and straining at their moorings, in a doomed dance of freedom they can never win, except at the behest of some greedy ferryman or in the wake of a storm.
- [00:21] Obvious paths: north, east, south.
- [00:21] Room Number: 774
- [00:21] >
- [00:21] [go2]>north
- [00:21] You run north.
- [00:21] [The Crossing, Sirenberry Row]
- [00:21] The daunting, austere structure of Academy Asemath, directly east, blocks out the light, and leaves the humble facade on the other side of the path in intermittent shade. Scholars and singers, teachers and troubadours, mimes and masters all saunter past, content in their mutual feelings of superiority. Round the corner, you can just spy a gaudy sign on a shop to the east. You also see an old blind beggar that is sitting.
- [00:21] Obvious paths: north, south.
- [00:21] Room Number: 773
- [00:21] >
- [00:21] [go2]>north
- [00:21] You run north.
- [00:21] [The Crossing, Clanthew Boulevard]
- [00:21] From the west comes the sound of currents rushing through a narrow river bend, while in the distance, just barely evident to the northwest, is a corner of the outer town wall, over which the calls of birds can be heard. Mingled among the sublime sounds of nature, are the equally sweet sounds reaching your ears from a small, unpretentious building set unobtrusively off to the south side of the road. You also see a small building.
- [00:21] Obvious paths: east, south, west.
- [00:21] Room Number: 771
- [00:21] >
- [00:21] [go2]>west
- [00:21] Tamiella just arrived.
- [00:21] >
- [00:21] Tamiella runs west.
- [00:21] >
- [00:21] You run west.
- [00:21] [The Crossing, Clanthew Boulevard]
- [00:21] The meandering course of the River Oxenwaithe lies dead ahead. Wooden carts, powered by all manner of two- and four-legged beasts, rumble past, headed west towards the broad, well-worn planks of the Oxenwaithe Bridge and east into the heart of the Crossing. Groups of armed adventurers, mystics, merchants and rogues weave in and out of the wheeled and hoofed mobs.
- [00:21] Obvious paths: east.
- [00:21] Room Number: 772
- [00:21] >
- [00:21] [go2]>go bridge
- [00:21] [The Crossing, Oxenwaithe Bridge]
- [00:21] This bridge is wide and sturdy, its strong oaken planks weathered but in good repair. Across this span must stream all the traffic directly proceeding to or coming from the Northern and Western Tiers. Oxcarts laden with imports and exports rumble past.
- [00:21] Obvious paths: east, south, west.
- [00:21] Room Number: 862
- [00:21] >
- [00:21] [go2]>west
- [00:21] You run west.
- [00:21] [The Crossing, Goodwhate Pike]
- [00:21] The gates to the west, the river and Oxenwaithe Bridge to the east, the town walls and dense forests and scrub just beyond to the north - all serve as a reminder of the dichotomy between the untamed forces of nature and the works of mortals that life in Elanthia constantly confronts its inhabitants with. Such cosmic musings are soon cut short, however, as a foul-smelling Dwarf barbarian shoves aside a few passersby rudely and lumbers past.
- [00:21] Obvious paths: east, south, west.
- [00:21] Room Number: 863
- [00:21] >
- [00:21] [go2]>west
- [00:21] You run west.
- [00:21] [The Crossing, Goodwhate Pike]
- [00:21] A long, barn-like structure hunkers just by the road here, wedged between the cobbled way and the high outer walls of town that lie just north. A very high, very wide double door leads in and from it the lowing of oxen, the whinnying of steeds and the braying of obstinate pack animals can be heard. An exotic-looking trader in a silk robe forcibly leads a recalcitrant camel from the building, almost knocking a nearby attendant to the ground. You also see a huge mound of manure.
- [00:21] Obvious paths: east, south, west.
- [00:21] Room Number: 864
- [00:21] >
- [00:21] [go2]>west
- [00:21] You run west.
- [00:21] [The Crossing, Goodwhate Pike]
- [00:21] Old woodframe buildings that appear to be vacant border the wide pike here. Heavy traffic has taken its toll, leaving deep ruts and almost demolishing the curb, so that the already decrepit mud-and-twig structures almost seem to spill out upon the road. You have no doubt that, during the height of the rainy season, they literally do. Directly west lies the Western Gate.
- [00:21] Obvious paths: east, south, west.
- [00:21] Room Number: 865
- [00:21] >
- [00:21] [go2]>west
- [00:21] You run west.
- [00:21] [The Crossing, Western Gate]
- [00:21] Camels, oxen, and mules compete with Elves, Gor'Togs, and Humans to pass through the narrow gate which breaches the stone wall between town and the western reaches. The lowing of animals, and the bellowing of irate travelers become almost indistinguishable the more you listen. After a few minutes, so do the unmistakable odors of unwashed sojourners and domestic beasts of burden. It begins to dawn on you why folks are anxious to pass through customs, whatever the cost, as quickly as possible. You also see the Western Gate, the Guard House and some stone stairs leading to the top of the town wall.
- [00:21] Obvious paths: east.
- [00:21] Room Number: 866
- [00:21] >
- [00:21] [go2]>go gate
- [00:21] [Mycthengelde, Flatlands]
- [00:21] Well-worn paths lead through a grove of trees to a gate in The Crossing's western wall. Now and again you hear birds calling to one another in the branches, or the bustling of a merchant's cart as it makes its way past. A handful of adventurers nod at you in greeting as they make their way into town. An aromatic mix of wildflowers mingles with wyndwood, oak and juniper trees as the grove stretches north and south, while to the west, you can see grassy flatlands through a small clearing. You also see a wooden sign printed in large block letters, a path that heads westward toward the grasslands, a town wall, a narrow trail and the western gate.
- [00:21] Obvious paths: northwest.
- [00:21] Room Number: 1387
- [00:21] >
- [00:21] [go2]>go path
- [00:21] >
- [00:21] Hidoru wandered down a path that heads westward toward the grasslands.
- [00:21] >
- [00:21] [Grassland Road, Meadow]
- [00:21] An endless vista of meadows and grasslands stretches out to the west, traveled by this meandering dirt road compacted to a hard surface by years of trekking feet, hooves and wheels. A path leads to the bustling gate of the Crossing to the east.
- [00:21] Obvious paths: west.
- [00:21] Room Number: 1433
- [00:21] >
- [00:21] [go2]>west
- [00:21] You go west.
- [00:21] [Grassland Road, Meadow]
- [00:21] A covered merchant's wagon trundles eastward, toward the high walls of the Crossing which are barely visible above their surrounding treetops. The Gor'Tog merchant gives you a polite nod as he urges his horses on at an eager pace. Meadows stretch out from either side of the path as far as the eye can see.
- [00:21] Obvious paths: east, west.
- [00:21] Room Number: 1434
- [00:21] >
- [00:21] [go2]>west
- [00:21] You go west.
- [00:21] [Grassland Road, Meadow]
- [00:21] The road makes a slight bend through the grassy meadows brightened with sunny yellow creeping buttercup and milkweed pods bursting with snowy white fluff.
- [00:21] Obvious paths: east, south, northwest.
- [00:21] Room Number: 1435
- [00:21] >
- [00:21] [go2]>northwest
- [00:21] You go northwest.
- [00:21] [Grassland Road, Meadow]
- [00:21] The vines of dewberry and blooming trumpet creeper twist and intertwine along the edge of the road, separating it from the vast stretch of grassland beyond. Far off to the east you can see the building tops of a large town.
- [00:21] Obvious paths: southeast, west.
- [00:21] Room Number: 1436
- [00:21] >
- [00:21] [go2]>west
- [00:21] You go west.
- [00:21] [Grassland Road, Meadow]
- [00:21] Tall sharp blades of switch grass rustle and whisper in the breeze. Here and there small clumps of wild sweet cicely grow in the meadow, filling the air with a spicy scent.
- [00:21] Obvious paths: east, west.
- [00:21] Room Number: 1437
- [00:21] >
- [00:21] [go2]>west
- [00:21] You run west.
- [00:21] [Grassland Road, Meadow]
- [00:21] Acre after acre of rich farmland stretches off to the west. The gracefully swaying green of Elanthia's vast grasslands is spread out to the east.
- [00:21] Obvious paths: east, northwest.
- [00:21] Room Number: 1438
- [00:21] >
- [00:21] [go2]>northwest
- [00:21] You run northwest.
- [00:21] [Grassland Road, Farmlands]
- [00:21] A patchwork quilt of wheat, oat, barley and fruit trees, neatly planted in rectangular plots, is laid out in all directions. Several Gor'Tog men are working here repairing a roadside fence. A black and gold banner is prominently displayed overhead, supported by two wooden posts. You also see a musk hog.
- [00:21] Obvious paths: southeast, west.
- [00:21] Room Number: 1439
- [00:21] >
- [00:21] Furious Tolerated just arrived.
- [00:21] >
- [00:21] [go2]>west
- [00:21] You run west.
- [00:21] [Grassland Road, Farmlands]
- [00:21] A group of Gor'Tog farmers wielding mattocks and clodding beetles work at breaking up clumps of soil in a recently harrowed field. They pause in their task to stare at you as you pass by, not with any animosity, but also without any friendliness. You also see a musk hog which appears dead, a musk hog, a musk hog, a musk hog, a musk hog, a musk hog, a musk hog, a musk hog and a musk hog.
- [00:21] Also here: Isylela and Geriscus.
- [00:21] Obvious paths: north, east, west.
- [00:21] Room Number: 1440
- [00:21] >
- [00:21] [go2]>west
- [00:21] You run west.
- [00:21] [Grassland Road, Orchard]
- [00:21] Short stocky trees laden with fruit and nuts have been planted in this small grove. A Gor'Tog man clad in a leather apron with a bulging pocket stands under one of the nut trees knocking against its branches with a long wooden stave. He quickly gathers up the fallen nuts, stuffing them into the pocket.
- [00:21] Obvious paths: east, southwest.
- [00:21] Room Number: 1441
- [00:21] >
- [00:21] [go2]>southwest
- [00:21] You run southwest.
- [00:21] [Grassland Road, Farmlands]
- [00:21] A young mongrel dog barks excitedly at you as you pass by several men who are sowing seeds that they carry in small straw baskets hung around their necks. An enormous black crow descends from a nearby walnut tree, flapping its strong wings a few times before proceeding to raid an unattended seed bag. The dog bounds off toward it, giving a few warning barks, sending the crow screeching angrily back to its perch in the trees. You also see a musk hog.
- [00:21] Obvious paths: northeast, west.
- [00:21] Room Number: 1442
- [00:21] >
- [00:21] [go2]>west
- [00:21] You run west.
- [00:21] [Grassland Road, Farmlands]
- [00:21] Young crops of spelt and emmer wheat are arranged in neat strips and furlongs in this active field. A Gor'Tog farmer, walking alongside a primitive ard pulled by two oxen, heads down the road to the west, surveying the fields as he walks.
- [00:21] Obvious paths: east, west.
- [00:21] Room Number: 1443
- [00:21] >
- [00:21] [go2]>west
- [00:21] You run west.
- [00:21] [Grassland Road, Farmlands]
- [00:21] The whooshing sound of the sickle meets your ears as you pass by a group of farmers moving through the wheat cutting stalks. A group of binders follows them, gathering the stalks and tying them into sheaves ready to be taken to the village to dry.
- [00:21] Obvious paths: east, northwest.
- [00:21] Room Number: 1444
- [00:21] >
- [00:21] [go2]>northwest
- [00:21] You run northwest.
- [00:21] [Grassland Path, Farmlands]
- [00:21] This wide empty field lies fallow for the year, containing nothing but some dried out brush and a few felled trees. A few Gor'Tog peasants work together cutting brush and hauling out stumps.
- [00:21] Obvious paths: southeast, northwest.
- [00:21] Room Number: 1445
- [00:21] >
- [00:21] [go2]>northwest
- [00:21] You run northwest.
- [00:21] [Grassland Path, Farmlands]
- [00:21] Rows of trellises support the twisting and twining stalks of pea and bean plants, their branches filled with plump hanging pods. Several aproned Gor'Tog women stoop over the vines pulling peas, laughing and gossiping with each other as they work. A thick rock wall angles from the west around to the south where you glimpse the sparkle from the waters of the Segoltha River.
- [00:21] Also here: Arcane Lord Alzbar.
- [00:21] Obvious paths: southeast, west.
- [00:21] Room Number: 1446
- [00:21] >
- [00:21] [go2]>west
- [00:21] You run west.
- [00:21] [Grassland Path, Village Gate]
- [00:21] A long rock wall extends east and west bordered by the grassland path. Beyond the wall you can make out the thatched rooftops of the village homesteads. The massive village gate stands open, its wooden beams painted with colorful gold and black stripes.
- [00:21] Obvious paths: east, west.
- [00:21] Room Number: 1447
- [00:21] >
- [00:21] [go2]>west
- [00:21] You run west.
- [00:21] [Grassland Path, Meadow]
- [00:21] The river rock wall of the Tiger Clan Home bends around from the east to the south. Thick growths of wild oats and wood meadow grasses spread out from either side of the path. Several small seed-eating birds cling to the tall stalks, swaying in the breeze as they delicately pick at the oats. The dirt path leads into a forest a short distance to the northwest.
- [00:21] Obvious paths: east, northwest.
- [00:21] Room Number: 1448
- [00:21] >
- [00:21] [go2]>northwest
- [00:21] You run northwest.
- [00:21] [Woodland Path, Forest's Edge]
- [00:21] The path leads into a stand of majestic hemlock trees, the brilliant green of their leaves setting them apart from their neighboring trees. A riotous growth of wildflowers provides a multicolored carpet along the forest's edge. You can see the walls of a mid-sized village nestled in the farmlands stretching to the east.
- [00:21] Obvious paths: southeast, south, west.
- [00:21] Room Number: 1449
- [00:21] >
- [00:21] [go2]>west
- [00:21] You run west.
- [00:21] [Woodland Path, Dense Forest]
- [00:21] A fallen thorn tree rests alongside the path, already covered with twisting vines and delicate moonwort ferns growing around it on the moist ground. The soft clicking of tiny woodland residents does little to break the deep hush of the forest.
- [00:21] Obvious paths: east, west.
- [00:21] Room Number: 1450
- [00:21] >
- [00:21] [go2]>west
- [00:21] You run west.
- [00:21] [Woodland Path, Brook]
- [00:21] A shallow brook cuts across the path here, meandering its way toward the wide Segoltha River to the south. Delicate water hyacinths and horsetail grasses flourish along the gurgling brook's pebbled shore. Dense growths of tall trees surround the area.
- [00:21] Obvious paths: east.
- [00:21] Room Number: 1451
- [00:21] >
- [00:21] [go2]>go brook
- [00:21] [Woodland Path, Brook]
- [00:21] This shallow stream would probably only come chest-high on a short Halfling. The water moves lazily southward, but the shifting, sharp rocky floor makes crossing uncomfortable.
- [00:21] Obvious paths: north, east, west.
- [00:21] Room Number: 1507
- [00:21] >
- [00:21] [go2]>west
- [00:21] Roundtime: 1 sec.
- [00:21] You splash west, moving sideways to the light current.
- [00:21] [Woodland Path, Brook]
- [00:21] The brook cuts a narrow path through tall walls of stately trees. The gentle lapping of the mild current against the rocky shore gives the area a sense of peace and tranquility. Soft-blowing breezes bring fresh clean scents from the rushing waters of the Segoltha River to the south.
- [00:21] Obvious paths: east, west.
- [00:21] Room Number: 1508
- [00:21] >
- [00:21] [go2]>west
- [00:21] [go2: move: no recognized response after 30 lines. giving up.]
- [00:21] >
- [00:21] Roundtime: 1 sec.
- [00:21] You splash west, moving sideways to the light current.
- [00:21] [Woodland Path, Brook]
- [00:21] Tall, elegant bamboo stalks stand erect along a shallow bubbling brook that divides the path here. A long-legged heron scrutinizes the water around its feet. With a quick dart of its beak, it grasps a small, struggling fish and gulps it down hungrily. You also see a teak limb and a leaning sign.
- [00:21] Also here: Sticky Fingers Etal.
- [00:21] Obvious paths: west.
- [00:21] Room Number: 1509
- [00:21] >
- [00:21] [go2]>west
- [00:21] You go west.
- [00:21] [Woodland Path, Dense Forest]
- [00:21] The path leads from a narrow brook to the east twisting southwestward deeper into the forest. Yellow and gray-feathered flycatchers dart between the trees snatching unsuspecting insects from the air and occasionally pausing to rest on the downy velvetleaf plants that carpet the ground.
- [00:21] Obvious paths: east, southwest.
- [00:21] Room Number: 1510
- [00:21] >
- [00:21] [go2]>southwest
- [00:21] You go southwest.
- [00:21] [Woodland Path, Dense Forest]
- [00:21] Your eye is caught by a fluttering movement near the base of the trees. Dozens of white pine butterflies perform a graceful dance over creamcups and fairy slipper plants that grow in clusters there. Their fragile white wings sparkle iridescently from a single ray of sun that makes its way through the dense canopy of leaves overhead. You also see a rough timber cabin that has been burned halfway to the ground.
- [00:21] Obvious paths: northeast, west.
- [00:21] Room Number: 1511
- [00:21] >
- [00:21] [go2]>west
- [00:21] You go west.
- [00:21] [Woodland Path, Dense Forest]
- [00:21] A well-worn dirt path that travels eastward through the forest ends abruptly at this point. Towering trees spread out in all directions, standing silent and watchful like arboreal sentinels. Brambles and knotsweed cover the heavily shaded forest floor. You catch a glimpse of an ancient, crumbling tower through a break in the trees.
- [00:21] Obvious paths: north, east, south, southwest, west, northwest.
- [00:21] Room Number: 1512
- [00:21] >
- [00:21] [go2]>southwest
- [00:21] You go southwest.
- [00:21] [Dense Forest]
- [00:21] Thunderous drumming disrupts the tranquility of the timberland. You notice a chisel-billed wood borer balanced on a tree trunk while pounding into the wood seeking the small insects that live there. The bird pauses for a moment eyeing you. Then it calls out a loud "Kik-kikkik-kik-kikkik" and resumes its pounding.
- [00:21] Obvious paths: north, northeast, east, south, west, northwest.
- [00:21] Room Number: 1518
- [00:21] >
- [00:21] [go2]>south
- [00:21] You run south.
- [00:21] [Wildulf Woods, Dense Forest]
- [00:21] Towering trees grow close together here. Their silvery-green leaves rustle in the breeze and whisper softly to each other, adding to the hushed expectancy of the forest. A network of interwoven branches forms a canopy overhead with gaps of sky peeking through it. You catch a glimpse of a dark bird circling high above.
- [00:21] Obvious paths: north, east, south.
- [00:21] Room Number: 1520
- [00:21] >
- [00:21] [go2]>east
- [00:21] You run east.
- [00:21] [Wildulf Woods, Dense Forest]
- [00:21] Branches and roots of the closely-packed trees seem to reach out to hinder your passage, and thick coils of thorny vines caress your ankles. The silence of the dense forest is broken by the sudden snapping of a twig, and something moves in the underbrush nearby, shaking the leaves with its abrupt departure.
- [00:21] Obvious paths: south, west.
- [00:21] Room Number: 1523
- [00:21] >
- [00:21] [go2]>south
- [00:21] You run south.
- [00:21] [Wildulf Woods, Clearing]
- [00:21] The foul stench of rotting flesh overwhelms you as soon as you enter the area. A narrow wooden platform has been constructed here with two upright posts topped by a stout crossbar. The crude frame displays a horrifying sight. A short length of hanging chain has been secured around the ankles of what had once been a Gor'tog. The body is now not much more than a bundle of bones held together by the rags and fragments of flesh that still cling to it. You also see a clump of dense bushes with a scrap of fabric on it.
- [00:21] Obvious paths: north, west.
- [00:21] Room Number: 1522
- [00:21] >
- [00:21] [go2]>go bush
- [00:21] [Wildulf Woods, Needlenose Creek]
- [00:21] A shallow creek cuts through the forest, lazily rippling and undulating over a bed of rocks and sunken logs. Hundreds of gnats hover and buzz in a cloud along the creek bank, where the ground is hard and smooth, as if trampled by many feet over a long period of time. The brush and trees have been cleared to form a pathway to the south, and a thin column of smoke emanates from somewhere in that direction. You also see an exit out through a clump of dense bushes.
- [00:21] Obvious paths: south.
- [00:21] Room Number: 1530
- [00:21] >
- [00:21] [go2]>south
- [00:21] You run south.
- [00:21] [Wildulf Woods, Dirt Road]
- [00:21] A dense tangle of thorns and creepers has been carefully cut back to allow easy passage along this well-worn pathway. The silence of the forest is suddenly broken by the frantic flapping of wings, followed by a low howl that rapidly builds in intensity and power, echoing through the trees. A second wailing voice joins it in eerie harmony.
- [00:21] Obvious paths: north, southwest.
- [00:21] Room Number: 1531
- [00:21] >
- [00:21] [go2]>southwest
- [00:21] You run southwest.
- [00:21] [Wildulf Woods, Dirt Road]
- [00:21] A wide dirt road cuts through impenetrable walls of timber and dense brush. A sudden movement in the trees catches your eye, but when you turn to look, the forest stands still and silent. You cannot shake the uncomfortable feeling that you are being watched and judged. Several rough buildings stand at the southern end of the road.
- [00:21] Obvious paths: northeast, south.
- [00:21] Room Number: 1532
- [00:21] >
- [00:21] [go2]>south
- [00:21] You run south.
- [00:21] [Wolf Clan Home, Dirt Road]
- [00:21] A small community of wooden buildings stands in a clearing, sheltered by the dense, towering trees of Wildulf Woods. The timber dwellings are of primitive construction, but on closer inspection, you can see that they are clean and well-maintained. Several tall, stern-looking Human men, dressed in deer-skin leggings, stride purposefully down a dirt road, heading west toward a large lodge in the distance. You also see the Trader Guild outpost.
- [00:21] Obvious paths: north, west.
- [00:21] Room Number: 1533
- [00:21] >
- [00:21] [go2]>west
- [00:21] You run west.
- [00:21] [Wolf Clan Home, Dirt Road]
- [00:21] A sooty cloud billows out of the smoke hole in the top of one of the wooden cabins that line the road. The building is fairly large but crudely constructed out of raw timber. Windows with hinged shutters and a rough plank door are the only features on this rustic dwelling. A small bed of blue forget-me-nots has been planted next to the door, providing an oddly colorful contrast to the starkness of its surroundings. An old shed stands off to one side. You also see an old barn.
- [00:21] Obvious paths: east, south, west.
- [00:21] Room Number: 1534
- [00:21] >
- [00:21] [go2]>south
- [00:21] You feel fully rested.
- [00:21] >
- [00:21] You run south.
- [00:21] [Wolf Clan Home, Dirt Road]
- [00:21] The road gets thinner and less worn here, with only a few small wooden houses at its side. Children play on the lots in front of homes, running and laughing, making the whole area have a relaxed atmosphere. Curls of smoke rise from homes carrying with them the smell of meals being prepared.
- [00:21] Obvious paths: north, west.
- [00:21] Room Number: 6158
- [00:21] >
- [00:21] [go2]>west
- [00:21] You run west.
- [00:21] [Wolf Clan Home, Square]
- [00:21] The road circles around a cleared area that has been planted with grass. In the middle a man-sized statue stands, so lifelike it would seem that at any moment it will leap down and run away. As ominous as the statue looks, when people pass by they look at it with a warm smile and raise their head with pride.
- [00:21] Obvious paths: east, south.
- [00:21] Room Number: 1537
- [00:21] >
- [00:21] [go2]>south
- [00:21] You run south.
- [00:21] [Wolf Clan Home, Dirt Road]
- [00:21] Buildings thicken this area of the village, making it seem larger than it really is, but the forest still looms at the edges as a reminder that this is still nature's part of the world. Hammers banging and the smell of tanning oils penetrate the air giving the feel of work and little leisure. The occasional trader or inhabitant walk down the road, intent on their destination. You also see a worn path.
- [00:21] Obvious paths: north, south.
- [00:21] Room Number: 6159
- [00:21] >
- [00:21] [go2]>south
- [00:21] You run south.
- [00:21] [Wolf Clan Home, Dirt Road]
- [00:21] A small building, structured from logs and mud, stands on the side of the road. Skins hanging from the windows, and the smell of curing hides rolling out could almost dizzy the weak. Here and to the west the road looks a bit more trodden indicating that this is the business area of the village. You also see a sign.
- [00:21] Obvious paths: north, west.
- [00:21] Room Number: 1539
- [00:21] >
- [00:21] [go2]>go building
- [00:21] [Crolin's Skins, Main Room]
- [00:21] Crolin's purchasing room smells and looks like a disorganized slaughter-house. The tanner, Crolin, inspects bundles of newly arrived skins, nodding or shaking his head after carefully working them with his hands. His rough, shrewd appearance seems to fit into the atmosphere perfectly. Strong smells of dead animals and substances of the tanning trade drift through a door behind a stained and battered counter.
- [00:21] Obvious exits: east, west, out.
- [00:21] Room Number: 1542
- [00:21] >
- [00:21] [go2]>east
- [00:21] You run east.
- [00:21] [Randal's Leather Repair, Work Room]
- [00:21] Mounds of leather and hides find themselves stacked in almost every corner of this small work area. Wooden boxes of metal rings, studs and rivets claim the remaining space, prompting Randal to use two rolls of padding as a make-shift seat because there is no further room for them. Behind a wood counter Randal sits smiling to himself as he works on a leather breastplate. A large hide tacked to the wall has something written on it. You also see a large waste bucket.
- [00:21] Obvious exits: west.
- [00:21] Room Number: 1544
- [00:21] >
- [00:21] [go2: travel time: 0:00:23]
- [00:21] --- Lich: go2 has exited.
- [00:21] [crossing-repair]>give my ticket to Randal
- [00:21] Randal glances up to see what you are doing and then turns his attention back to the breastplate.
- [00:21] >
- [00:21] You hand Randal your ticket and are handed back a small gryphon-pelt shield sealed with protective wax.
- [00:21] >
- [00:21] [crossing-repair]>wear my small.shield
- [00:21] You slide your left arm through the straps on your small shield and flex, gaining a feel for the shield's weight.
- [00:21] >
- [00:21] [crossing-repair]>get my Randal ticket
- [00:21] You get a Randal repair ticket from inside your carryall.
- [00:21] >
- [00:21] [crossing-repair]>give my ticket to Randal
- [00:21] You hand Randal your ticket and are handed back some quilted heavy burlap gloves with a reinforced design.
- [00:21] >
- [00:21] [crossing-repair]>wear my quilted.gloves
- [00:21] You slip some quilted heavy burlap gloves with a reinforced design onto your hands.
- [00:21] >
- [00:21] [crossing-repair]>get my Randal ticket
- [00:21] You get a Randal repair ticket from inside your carryall.
- [00:21] >
- [00:21] [crossing-repair]>give my ticket to Randal
- [00:21] You hand Randal your ticket and are handed back a quilted heavy burlap mask with a reinforced design.
- [00:21] >
- [00:21] [crossing-repair]>wear my quilted.mask
- [00:21] You attach a quilted heavy burlap mask with a reinforced design to your nose.
- [00:21] >
- [00:21] [crossing-repair]>get my Randal ticket
- [00:21] You get a Randal repair ticket from inside your carryall.
- [00:21] >
- [00:21] [crossing-repair]>give my ticket to Randal
- [00:21] You hand Randal your ticket and are handed back a quilted heavy burlap hood with a reinforced design.
- [00:21] >
- [00:21] [crossing-repair]>wear my quilted.hood
- [00:21] You put a quilted heavy burlap hood with a reinforced design on your head.
- [00:21] >
- [00:21] [crossing-repair]>get my Randal ticket
- [00:21] >
- [00:21] You get a Randal repair ticket from inside your carryall.
- [00:21] >
- [00:21] [crossing-repair]>give my ticket to Randal
- [00:21] You hand Randal your ticket and are handed back a quilted heavy burlap shirt with a reinforced design.
- [00:21] >
- [00:21] [crossing-repair]>wear my quilted.shirt
- [00:21] You work your way into a quilted heavy burlap shirt with a reinforced design.
- [00:21] >
- [00:21] [crossing-repair]>get my Randal ticket
- [00:21] You get a Randal repair ticket from inside your carryall.
- [00:21] >
- [00:21] [crossing-repair]>give my ticket to Randal
- [00:21] You hand Randal your ticket and are handed back some quilted heavy burlap pants with a reinforced design.
- [00:21] >
- [00:21] [crossing-repair]>wear my quilted.pants
- [00:21] You attach some quilted heavy burlap pants with a reinforced design to your legs.
- [00:21] >
- [00:21] [crossing-repair]>get my Randal ticket
- [00:21] What were you referring to?
- [00:21] >
- [00:21] --- Lich: go2 active.
- [00:21] [go2: ETA: 0:00:11 (59 rooms to move through)]
- [00:21] [go2]>west
- [00:21] You go west.
- [00:21] [Crolin's Skins, Main Room]
- [00:21] Crolin's purchasing room smells and looks like a disorganized slaughter-house. The tanner, Crolin, inspects bundles of newly arrived skins, nodding or shaking his head after carefully working them with his hands. His rough, shrewd appearance seems to fit into the atmosphere perfectly. Strong smells of dead animals and substances of the tanning trade drift through a door behind a stained and battered counter.
- [00:21] Obvious exits: east, west, out.
- [00:21] Room Number: 1542
- [00:21] >
- [00:21] [go2]>out
- [00:21] You go out.
- [00:21] [Wolf Clan Home, Dirt Road]
- [00:21] A small building, structured from logs and mud, stands on the side of the road. Skins hanging from the windows, and the smell of curing hides rolling out could almost dizzy the weak. Here and to the west the road looks a bit more trodden indicating that this is the business area of the village. You also see a sign.
- [00:21] Obvious paths: north, west.
- [00:21] Room Number: 1539
- [00:21] >
- [00:21] [go2]>n
- [00:21] You go north.
- [00:21] [Wolf Clan Home, Dirt Road]
- [00:21] Buildings thicken this area of the village, making it seem larger than it really is, but the forest still looms at the edges as a reminder that this is still nature's part of the world. Hammers banging and the smell of tanning oils penetrate the air giving the feel of work and little leisure. The occasional trader or inhabitant walk down the road, intent on their destination. You also see a worn path.
- [00:21] Obvious paths: north, south.
- [00:21] Room Number: 6159
- [00:21] >
- [00:21] [go2]>north
- [00:21] You go north.
- [00:21] [Wolf Clan Home, Square]
- [00:21] The road circles around a cleared area that has been planted with grass. In the middle a man-sized statue stands, so lifelike it would seem that at any moment it will leap down and run away. As ominous as the statue looks, when people pass by they look at it with a warm smile and raise their head with pride.
- [00:21] Obvious paths: east, south.
- [00:21] Room Number: 1537
- [00:21] >
- [00:21] [go2]>east
- [00:21] You go east.
- [00:21] [Wolf Clan Home, Dirt Road]
- [00:21] The road gets thinner and less worn here, with only a few small wooden houses at its side. Children play on the lots in front of homes, running and laughing, making the whole area have a relaxed atmosphere. Curls of smoke rise from homes carrying with them the smell of meals being prepared.
- [00:21] Obvious paths: north, west.
- [00:21] Room Number: 6158
- [00:21] >
- [00:21] [go2]>north
- [00:21] You go north.
- [00:21] [Wolf Clan Home, Dirt Road]
- [00:21] A sooty cloud billows out of the smoke hole in the top of one of the wooden cabins that line the road. The building is fairly large but crudely constructed out of raw timber. Windows with hinged shutters and a rough plank door are the only features on this rustic dwelling. A small bed of blue forget-me-nots has been planted next to the door, providing an oddly colorful contrast to the starkness of its surroundings. An old shed stands off to one side. You also see an old barn.
- [00:21] Obvious paths: east, south, west.
- [00:21] Room Number: 1534
- [00:21] >
- [00:21] [go2]>east
- [00:21] You go east.
- [00:21] [Wolf Clan Home, Dirt Road]
- [00:21] A small community of wooden buildings stands in a clearing, sheltered by the dense, towering trees of Wildulf Woods. The timber dwellings are of primitive construction, but on closer inspection, you can see that they are clean and well-maintained. Several tall, stern-looking Human men, dressed in deer-skin leggings, stride purposefully down a dirt road, heading west toward a large lodge in the distance. You also see the Trader Guild outpost.
- [00:21] Obvious paths: north, west.
- [00:21] Room Number: 1533
- [00:21] >
- [00:21] [go2]>north
- [00:21] You run north.
- [00:21] [Wildulf Woods, Dirt Road]
- [00:21] A wide dirt road cuts through impenetrable walls of timber and dense brush. A sudden movement in the trees catches your eye, but when you turn to look, the forest stands still and silent. You cannot shake the uncomfortable feeling that you are being watched and judged. Several rough buildings stand at the southern end of the road.
- [00:21] Obvious paths: northeast, south.
- [00:21] Room Number: 1532
- [00:21] >
- [00:21] [go2]>northeast
- [00:21] You run northeast.
- [00:21] [Wildulf Woods, Dirt Road]
- [00:21] A dense tangle of thorns and creepers has been carefully cut back to allow easy passage along this well-worn pathway. The silence of the forest is suddenly broken by the frantic flapping of wings, followed by a low howl that rapidly builds in intensity and power, echoing through the trees. A second wailing voice joins it in eerie harmony.
- [00:21] Obvious paths: north, southwest.
- [00:21] Room Number: 1531
- [00:21] >
- [00:21] [go2]>north
- [00:21] You run north.
- [00:21] [Wildulf Woods, Needlenose Creek]
- [00:21] A shallow creek cuts through the forest, lazily rippling and undulating over a bed of rocks and sunken logs. Hundreds of gnats hover and buzz in a cloud along the creek bank, where the ground is hard and smooth, as if trampled by many feet over a long period of time. The brush and trees have been cleared to form a pathway to the south, and a thin column of smoke emanates from somewhere in that direction. You also see an exit out through a clump of dense bushes.
- [00:21] Obvious paths: south.
- [00:21] Room Number: 1530
- [00:21] >
- [00:21] [go2]>go bush
- [00:21] [Wildulf Woods, Clearing]
- [00:21] The foul stench of rotting flesh overwhelms you as soon as you enter the area. A narrow wooden platform has been constructed here with two upright posts topped by a stout crossbar. The crude frame displays a horrifying sight. A short length of hanging chain has been secured around the ankles of what had once been a Gor'tog. The body is now not much more than a bundle of bones held together by the rags and fragments of flesh that still cling to it. You also see a clump of dense bushes with a scrap of fabric on it.
- [00:21] Obvious paths: north, west.
- [00:21] Room Number: 1522
- [00:21] >
- [00:21] [go2]>north
- [00:21] You run north.
- [00:21] [Wildulf Woods, Dense Forest]
- [00:21] Branches and roots of the closely-packed trees seem to reach out to hinder your passage, and thick coils of thorny vines caress your ankles. The silence of the dense forest is broken by the sudden snapping of a twig, and something moves in the underbrush nearby, shaking the leaves with its abrupt departure.
- [00:21] Obvious paths: south, west.
- [00:21] Room Number: 1523
- [00:21] >
- [00:21] [go2]>west
- [00:21] You run west.
- [00:21] [Wildulf Woods, Dense Forest]
- [00:21] Towering trees grow close together here. Their silvery-green leaves rustle in the breeze and whisper softly to each other, adding to the hushed expectancy of the forest. A network of interwoven branches forms a canopy overhead with gaps of sky peeking through it. You catch a glimpse of a dark bird circling high above.
- [00:21] Obvious paths: north, east, south.
- [00:21] Room Number: 1520
- [00:21] >
- [00:21] [go2]>north
- [00:21] You run north.
- [00:21] [Dense Forest]
- [00:21] Thunderous drumming disrupts the tranquility of the timberland. You notice a chisel-billed wood borer balanced on a tree trunk while pounding into the wood seeking the small insects that live there. The bird pauses for a moment eyeing you. Then it calls out a loud "Kik-kikkik-kik-kikkik" and resumes its pounding.
- [00:21] Obvious paths: north, northeast, east, south, west, northwest.
- [00:21] Room Number: 1518
- [00:21] >
- [00:21] [go2]>northeast
- [00:21] You run northeast.
- [00:21] [Woodland Path, Dense Forest]
- [00:21] A well-worn dirt path that travels eastward through the forest ends abruptly at this point. Towering trees spread out in all directions, standing silent and watchful like arboreal sentinels. Brambles and knotsweed cover the heavily shaded forest floor. You catch a glimpse of an ancient, crumbling tower through a break in the trees.
- [00:21] Obvious paths: north, east, south, southwest, west, northwest.
- [00:21] Room Number: 1512
- [00:21] >
- [00:21] [go2]>east
- [00:21] You run east.
- [00:21] [Woodland Path, Dense Forest]
- [00:21] Your eye is caught by a fluttering movement near the base of the trees. Dozens of white pine butterflies perform a graceful dance over creamcups and fairy slipper plants that grow in clusters there. Their fragile white wings sparkle iridescently from a single ray of sun that makes its way through the dense canopy of leaves overhead. You also see a rough timber cabin that has been burned halfway to the ground.
- [00:21] Obvious paths: northeast, west.
- [00:21] Room Number: 1511
- [00:21] >
- [00:21] [go2]>northeast
- [00:21] You run northeast.
- [00:21] [Woodland Path, Dense Forest]
- [00:21] The path leads from a narrow brook to the east twisting southwestward deeper into the forest. Yellow and gray-feathered flycatchers dart between the trees snatching unsuspecting insects from the air and occasionally pausing to rest on the downy velvetleaf plants that carpet the ground.
- [00:21] Also here: Mageling Siimone who is surrounded by a shimmering shield.
- [00:21] Obvious paths: east, southwest.
- [00:21] Room Number: 1510
- [00:21] >
- [00:21] [go2]>east
- [00:21] You run east.
- [00:21] [Woodland Path, Brook]
- [00:21] Tall, elegant bamboo stalks stand erect along a shallow bubbling brook that divides the path here. A long-legged heron scrutinizes the water around its feet. With a quick dart of its beak, it grasps a small, struggling fish and gulps it down hungrily. You also see a leaning sign.
- [00:21] Also here: Sticky Fingers Etal.
- [00:21] Obvious paths: west.
- [00:21] Room Number: 1509
- [00:21] >
- [00:21] [go2]>go brook
- [00:21] [Woodland Path, Brook]
- [00:21] The brook cuts a narrow path through tall walls of stately trees. The gentle lapping of the mild current against the rocky shore gives the area a sense of peace and tranquility. Soft-blowing breezes bring fresh clean scents from the rushing waters of the Segoltha River to the south.
- [00:21] Obvious paths: east, west.
- [00:21] Room Number: 1508
- [00:21] >
- [00:21] [go2]>east
- [00:21] Roundtime: 1 sec.
- [00:21] You splash east, moving sideways to the light current.
- [00:21] [Woodland Path, Brook]
- [00:21] This shallow stream would probably only come chest-high on a short Halfling. The water moves lazily southward, but the shifting, sharp rocky floor makes crossing uncomfortable.
- [00:21] Obvious paths: north, east, west.
- [00:21] Room Number: 1507
- [00:21] >
- [00:21] [go2]>east
- [00:21] Roundtime: 1 sec.
- [00:21] You splash east, moving sideways to the light current.
- [00:21] [Woodland Path, Brook]
- [00:21] A shallow brook cuts across the path here, meandering its way toward the wide Segoltha River to the south. Delicate water hyacinths and horsetail grasses flourish along the gurgling brook's pebbled shore. Dense growths of tall trees surround the area.
- [00:21] Obvious paths: east.
- [00:21] Room Number: 1451
- [00:21] >
- [00:21] [go2]>east
- [00:21] You go east.
- [00:21] [Woodland Path, Dense Forest]
- [00:21] A fallen thorn tree rests alongside the path, already covered with twisting vines and delicate moonwort ferns growing around it on the moist ground. The soft clicking of tiny woodland residents does little to break the deep hush of the forest.
- [00:21] Obvious paths: east, west.
- [00:21] Room Number: 1450
- [00:21] >
- [00:21] [go2]>east
- [00:21] You go east.
- [00:21] [Woodland Path, Forest's Edge]
- [00:21] The path leads into a stand of majestic hemlock trees, the brilliant green of their leaves setting them apart from their neighboring trees. A riotous growth of wildflowers provides a multicolored carpet along the forest's edge. You can see the walls of a mid-sized village nestled in the farmlands stretching to the east.
- [00:21] Obvious paths: southeast, south, west.
- [00:21] Room Number: 1449
- [00:21] >
- [00:21] [go2]>southeast
- [00:21] You go southeast.
- [00:21] [Grassland Path, Meadow]
- [00:21] The river rock wall of the Tiger Clan Home bends around from the east to the south. Thick growths of wild oats and wood meadow grasses spread out from either side of the path. Several small seed-eating birds cling to the tall stalks, swaying in the breeze as they delicately pick at the oats. The dirt path leads into a forest a short distance to the northwest.
- [00:21] Obvious paths: east, northwest.
- [00:21] Room Number: 1448
- [00:21] >
- [00:21] [go2]>east
- [00:21] You go east.
- [00:21] [Grassland Path, Village Gate]
- [00:21] A long rock wall extends east and west bordered by the grassland path. Beyond the wall you can make out the thatched rooftops of the village homesteads. The massive village gate stands open, its wooden beams painted with colorful gold and black stripes. You also see a musk hog.
- [00:21] Obvious paths: east, west.
- [00:21] Room Number: 1447
- [00:21] >
- [00:21] [go2]>east
- [00:21] You run east.
- [00:21] [Grassland Path, Farmlands]
- [00:21] Rows of trellises support the twisting and twining stalks of pea and bean plants, their branches filled with plump hanging pods. Several aproned Gor'Tog women stoop over the vines pulling peas, laughing and gossiping with each other as they work. A thick rock wall angles from the west around to the south where you glimpse the sparkle from the waters of the Segoltha River.
- [00:21] Obvious paths: southeast, west.
- [00:21] Room Number: 1446
- [00:21] >
- [00:21] [go2]>southeast
- [00:21] You run southeast.
- [00:21] [Grassland Path, Farmlands]
- [00:21] This wide empty field lies fallow for the year, containing nothing but some dried out brush and a few felled trees. A few Gor'Tog peasants work together cutting brush and hauling out stumps.
- [00:21] Obvious paths: southeast, northwest.
- [00:21] Room Number: 1445
- [00:21] >
- [00:21] [go2]>southeast
- [00:21] >
- [00:21] You run southeast.
- [00:21] [Grassland Road, Farmlands]
- [00:21] The whooshing sound of the sickle meets your ears as you pass by a group of farmers moving through the wheat cutting stalks. A group of binders follows them, gathering the stalks and tying them into sheaves ready to be taken to the village to dry.
- [00:21] Obvious paths: east, northwest.
- [00:21] Room Number: 1444
- [00:21] >
- [00:21] [go2]>east
- [00:21] You run east.
- [00:21] [Grassland Road, Farmlands]
- [00:21] Young crops of spelt and emmer wheat are arranged in neat strips and furlongs in this active field. A Gor'Tog farmer, walking alongside a primitive ard pulled by two oxen, heads down the road to the west, surveying the fields as he walks.
- [00:21] Obvious paths: east, west.
- [00:21] Room Number: 1443
- [00:21] >
- [00:21] [go2]>east
- [00:21] You run east.
- [00:21] [Grassland Road, Farmlands]
- [00:21] A young mongrel dog barks excitedly at you as you pass by several men who are sowing seeds that they carry in small straw baskets hung around their necks. An enormous black crow descends from a nearby walnut tree, flapping its strong wings a few times before proceeding to raid an unattended seed bag. The dog bounds off toward it, giving a few warning barks, sending the crow screeching angrily back to its perch in the trees.
- [00:21] Obvious paths: northeast, west.
- [00:21] Room Number: 1442
- [00:21] >
- [00:21] [go2]>northeast
- [00:21] You run northeast.
- [00:21] [Grassland Road, Orchard]
- [00:21] Short stocky trees laden with fruit and nuts have been planted in this small grove. A Gor'Tog man clad in a leather apron with a bulging pocket stands under one of the nut trees knocking against its branches with a long wooden stave. He quickly gathers up the fallen nuts, stuffing them into the pocket. You also see a musk hog and a musk hog.
- [00:21] Obvious paths: east, southwest.
- [00:21] Room Number: 1441
- [00:21] >
- [00:21] [go2]>east
- [00:21] You run east.
- [00:21] [Grassland Road, Farmlands]
- [00:21] A group of Gor'Tog farmers wielding mattocks and clodding beetles work at breaking up clumps of soil in a recently harrowed field. They pause in their task to stare at you as you pass by, not with any animosity, but also without any friendliness. You also see a musk hog, a musk hog, a musk hog, a musk hog, a musk hog, a musk hog, a musk hog and a musk hog.
- [00:21] Also here: Isylela and Geriscus.
- [00:21] Obvious paths: north, east, west.
- [00:21] Room Number: 1440
- [00:21] >
- [00:21] [go2]>east
- [00:21] You feel fully rested.
- [00:21] >
- [00:21] A musk hog hisses viciously and lunges at Isylela!
- [00:21] Tentatively, a musk hog claws, swiping with its hooves at Isylela. Isylela evades, managing to get out of the way with a minimum of effort.
- [00:21] >
- [00:21] You run east.
- [00:21] [Grassland Road, Farmlands]
- [00:21] A patchwork quilt of wheat, oat, barley and fruit trees, neatly planted in rectangular plots, is laid out in all directions. Several Gor'Tog men are working here repairing a roadside fence. A black and gold banner is prominently displayed overhead, supported by two wooden posts.
- [00:21] Obvious paths: southeast, west.
- [00:21] Room Number: 1439
- [00:21] >
- [00:21] [go2]>southeast
- [00:21] You run southeast.
- [00:21] [Grassland Road, Meadow]
- [00:21] Acre after acre of rich farmland stretches off to the west. The gracefully swaying green of Elanthia's vast grasslands is spread out to the east. You also see a musk hog.
- [00:21] Obvious paths: east, northwest.
- [00:21] Room Number: 1438
- [00:21] >
- [00:21] [go2]>east
- [00:21] You run east.
- [00:21] [Grassland Road, Meadow]
- [00:21] Tall sharp blades of switch grass rustle and whisper in the breeze. Here and there small clumps of wild sweet cicely grow in the meadow, filling the air with a spicy scent.
- [00:21] Obvious paths: east, west.
- [00:21] Room Number: 1437
- [00:21] >
- [00:21] [go2]>east
- [00:21] You run east.
- [00:21] [Grassland Road, Meadow]
- [00:21] The vines of dewberry and blooming trumpet creeper twist and intertwine along the edge of the road, separating it from the vast stretch of grassland beyond. Far off to the east you can see the building tops of a large town.
- [00:21] Obvious paths: southeast, west.
- [00:21] Room Number: 1436
- [00:21] >
- [00:21] [go2]>southeast
- [00:21] You run southeast.
- [00:21] [Grassland Road, Meadow]
- [00:21] The road makes a slight bend through the grassy meadows brightened with sunny yellow creeping buttercup and milkweed pods bursting with snowy white fluff.
- [00:21] Obvious paths: east, south, northwest.
- [00:21] Room Number: 1435
- [00:21] >
- [00:21] [go2]>east
- [00:21] You run east.
- [00:21] [Grassland Road, Meadow]
- [00:21] A covered merchant's wagon trundles eastward, toward the high walls of the Crossing which are barely visible above their surrounding treetops. The Gor'Tog merchant gives you a polite nod as he urges his horses on at an eager pace. Meadows stretch out from either side of the path as far as the eye can see.
- [00:21] Obvious paths: east, west.
- [00:21] Room Number: 1434
- [00:21] >
- [00:21] [go2]>east
- [00:21] You run east.
- [00:21] [Grassland Road, Meadow]
- [00:21] An endless vista of meadows and grasslands stretches out to the west, traveled by this meandering dirt road compacted to a hard surface by years of trekking feet, hooves and wheels. A path leads to the bustling gate of the Crossing to the east.
- [00:21] Obvious paths: west.
- [00:21] Room Number: 1433
- [00:21] >
- [00:21] [go2]>go path
- [00:21] [Mycthengelde, Flatlands]
- [00:21] Well-worn paths lead through a grove of trees to a gate in The Crossing's western wall. Now and again you hear birds calling to one another in the branches, or the bustling of a merchant's cart as it makes its way past. A handful of adventurers nod at you in greeting as they make their way into town. An aromatic mix of wildflowers mingles with wyndwood, oak and juniper trees as the grove stretches north and south, while to the west, you can see grassy flatlands through a small clearing. You also see a wooden sign printed in large block letters, a path that heads westward toward the grasslands, a town wall, a narrow trail and the western gate.
- [00:21] Obvious paths: northwest.
- [00:21] Room Number: 1387
- [00:21] >
- [00:21] [go2]>go gate
- [00:21] [The Crossing, Western Gate]
- [00:21] Camels, oxen, and mules compete with Elves, Gor'Togs, and Humans to pass through the narrow gate which breaches the stone wall between town and the western reaches. The lowing of animals, and the bellowing of irate travelers become almost indistinguishable the more you listen. After a few minutes, so do the unmistakable odors of unwashed sojourners and domestic beasts of burden. It begins to dawn on you why folks are anxious to pass through customs, whatever the cost, as quickly as possible. You also see the Western Gate, the Guard House and some stone stairs leading to the top of the town wall.
- [00:21] Obvious paths: east.
- [00:21] Room Number: 866
- [00:21] >
- [00:21] [go2]>east
- [00:21] You run east.
- [00:21] [The Crossing, Goodwhate Pike]
- [00:21] Old woodframe buildings that appear to be vacant border the wide pike here. Heavy traffic has taken its toll, leaving deep ruts and almost demolishing the curb, so that the already decrepit mud-and-twig structures almost seem to spill out upon the road. You have no doubt that, during the height of the rainy season, they literally do. Directly west lies the Western Gate.
- [00:21] Obvious paths: east, south, west.
- [00:21] Room Number: 865
- [00:21] >
- [00:21] [go2]>east
- [00:21] You run east.
- [00:21] [The Crossing, Goodwhate Pike]
- [00:21] A long, barn-like structure hunkers just by the road here, wedged between the cobbled way and the high outer walls of town that lie just north. A very high, very wide double door leads in and from it the lowing of oxen, the whinnying of steeds and the braying of obstinate pack animals can be heard. An exotic-looking trader in a silk robe forcibly leads a recalcitrant camel from the building, almost knocking a nearby attendant to the ground. You also see a huge mound of manure.
- [00:21] Obvious paths: east, south, west.
- [00:21] Room Number: 864
- [00:21] >
- [00:21] [go2]>east
- [00:21] You run east.
- [00:21] [The Crossing, Goodwhate Pike]
- [00:21] The gates to the west, the river and Oxenwaithe Bridge to the east, the town walls and dense forests and scrub just beyond to the north - all serve as a reminder of the dichotomy between the untamed forces of nature and the works of mortals that life in Elanthia constantly confronts its inhabitants with. Such cosmic musings are soon cut short, however, as a foul-smelling Dwarf barbarian shoves aside a few passersby rudely and lumbers past.
- [00:21] Obvious paths: east, south, west.
- [00:21] Room Number: 863
- [00:21] >
- [00:21] [go2]>east
- [00:21] You go east.
- [00:21] [The Crossing, Oxenwaithe Bridge]
- [00:21] This bridge is wide and sturdy, its strong oaken planks weathered but in good repair. Across this span must stream all the traffic directly proceeding to or coming from the Northern and Western Tiers. Oxcarts laden with imports and exports rumble past.
- [00:21] Obvious paths: east, south, west.
- [00:21] Room Number: 862
- [00:21] >
- [00:21] [go2]>east
- [00:21] Zansa just arrived.
- [00:21] >
- [00:21] Zansa runs west.
- [00:21] >
- [00:21] You go east.
- [00:21] [The Crossing, Clanthew Boulevard]
- [00:21] The meandering course of the River Oxenwaithe lies dead ahead. Wooden carts, powered by all manner of two- and four-legged beasts, rumble past, headed west towards the broad, well-worn planks of the Oxenwaithe Bridge and east into the heart of the Crossing. Groups of armed adventurers, mystics, merchants and rogues weave in and out of the wheeled and hoofed mobs.
- [00:21] Also here: Rhamer.
- [00:21] Obvious paths: east.
- [00:21] Room Number: 772
- [00:21] >
- [00:21] [go2]>east
- [00:21] You go east.
- [00:21] [The Crossing, Clanthew Boulevard]
- [00:21] From the west comes the sound of currents rushing through a narrow river bend, while in the distance, just barely evident to the northwest, is a corner of the outer town wall, over which the calls of birds can be heard. Mingled among the sublime sounds of nature, are the equally sweet sounds reaching your ears from a small, unpretentious building set unobtrusively off to the south side of the road. You also see a small building.
- [00:21] Obvious paths: east, south, west.
- [00:21] Room Number: 771
- [00:21] >
- [00:21] [go2]>east
- [00:21] You go east.
- [00:21] [The Crossing, Clanthew Boulevard]
- [00:21] A side entrance to the Academy, in the form of a low, bronze gate, stands here. Students and faculty come and go through it, since it provides convenient access to the inns and eateries clustered to the north and east of Elanthia's most renowned seat of learning and research. Several blocks to the east looms the dome of the Champions' Arena, which also houses the Barbarians' Guild and farther north, both within and without the sheltering walls of town, lie various other Guilds.
- [00:21] Obvious paths: north, east, west.
- [00:21] Room Number: 770
- [00:21] >
- [00:21] [go2]>east
- [00:21] You run east.
- [00:21] [The Crossing, Clanthew Boulevard]
- [00:21] You pause a moment at one of the busiest crossroads of town. Through this intersection must pass most of those traveling from the wilderness of the Western Tier into the heart of the Crossing, and those departing as well. To the east lie the gates to the Eastern Tier, affording access to the Warrior Mages' Guild and the Observatory, and other, more perilous, destinations.
- [00:21] Obvious paths: east, south, west.
- [00:21] Room Number: 769
- [00:21] >
- [00:21] [go2]>east
- [00:21] You run east.
- [00:21] [The Crossing, Clanthew Boulevard]
- [00:21] The cobblestones here are grey and flecked with crystals that sparkle as you move along the boulevard. High walls over which loom still higher structures with shuttered, mute windows that face the street and baked tile roofs, indicate you are passing through one of the wealthier residential sections of the Crossing. You also see a town guard, a grand stone archway with a bronze plaque on it and a small hut with a grey raven perched on the roof.
- [00:21] Also here: Altar Boy Fistadanlius.
- [00:21] Obvious paths: east, south, west.
- [00:21] Room Number: 768
- [00:21] >
- [00:21] [go2]>south
- [00:21] You run south.
- [00:21] [The Crossing, Via Iltesh]
- [00:21] This small lane off of Clanthew Boulevard narrows to the south and grows wider as it leads north into the main road, giving it a shape reminiscent of the blade of a huge greatsword. Due south you can see the verdant border of the Town Green and the shops of the Weaponsmith and Armorer. To the northeast is the dome of the Champions' Arena and to the west, the three-story colonnades of the Academy dominate the skyline.
- [00:21] Obvious paths: north, south.
- [00:21] Room Number: 786
- [00:21] >
- [00:21] Death's Nemesis Elizabella just arrived.
- [00:21] >
- [00:21] Death's Nemesis Elizabella runs south.
- [00:21] >
- [00:21] [go2]>south
- [00:21] You run south.
- [00:21] [The Crossing, Via Iltesh]
- [00:21] The lane is quite narrow here, with the sides of the Armorer's and Weaponsmith's shops encroaching on the path itself. Their huddling structures and the shady hedges and lunats that form this northern boundary of the Town Green cause slippery moss to grow upon the cobblestones and cast a cool, damp pall over this end of the street.
- [00:21] Obvious paths: north, south.
- [00:21] Room Number: 787
- [00:21] >
- [00:21] [go2]>south
- [00:21] You run south.
- [00:21] [The Crossing, Town Green North]
- [00:21] A small path of bent grass leads to a narrow stretch of cobblestones between the grass and the privet hedge that stands before Milgrym the Weaponsmith's. The town's main source of serviceable arms, Milgrym does a good trade and has a solid reputation. The stream of customers, though steady, seems careful not to disturb the usual tranquility of the facing greensward. You also see a public listings board and the town green pond.
- [00:21] Obvious paths: north, east, southeast, south, southwest, west.
- [00:21] Room Number: 788
- [00:21] >
- [00:21] [go2]>south
- [00:21] You run south.
- [00:21] [The Crossing, Town Green South]
- [00:21] A gap in the stand of lunat trees leads south into Lunat Shade Road. In that general direction lie Berolt's Dry Goods, the Town Hall, the soaring presence of the Temple, the Provincial Bank and other key structures. A few loafers loll on the grass, watching those entering and leaving the Green. Sparrows, jays and other birds call to one another from the treetops, flitting back and forth between their nests and roosts in the dense hedges bordering the park.
- [00:21] Obvious paths: north, northeast, east, south, west, northwest.
- [00:21] Room Number: 792
- [00:21] >
- [00:21] [go2]>south
- [00:21] You run south.
- [00:21] [The Crossing, Lunat Shade Road]
- [00:21] Majestic lunat trees line this byway, donated by the town's prosperous traders, a reminder of how their Guild delights in improving the quality of life for beings all over Elanthia. One such wealthy merchant, though not as ostentatious as most, is Berolt, the dry goods dealer. His venerable general store here outfits adventurers with all the basic necessities. The row of trees on the north side of the street also serves to shade the south half of Town Green. You also see a town guard.
- [00:21] Obvious paths: north, east, south.
- [00:21] Room Number: 753
- [00:21] >
- [00:21] [go2]>south
- [00:21] You run south.
- [00:21] [The Crossing, Alamhif Trace]
- [00:21] This pivotal junction connects many of the Crossing's key locations. Proudly located to the south you see the translucent dome of the Temple flanked by its three guard towers, while the Town Green and the Town Hall can be seen off toward the north and northeast. The babble of many languages, of clan and guild and folk, fill the air here. Travelers dressed in all manner of costume, garb and battle gear amble past, admiring the view of the buildings here, or looking about to get their bearings. You also see Forest Warden Hengwild and the Carousel square.
- [00:21] Obvious paths: north, southeast, west.
- [00:21] Room Number: 733
- [00:21] >
- [00:21] [go2]>southeast
- [00:21] You run southeast.
- [00:21] [The Crossing, Hodierna Way]
- [00:21] The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum. The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name. A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside. You also see a big orange sign with a picture of a smiling Dwarf and a large parchment.
- [00:21] Also here: Flayra.
- [00:21] Obvious paths: east, southwest, northwest.
- [00:21] Room Number: 732
- [00:21] >
- [00:21] [go2]>go bank
- [00:21] [First Provincial Bank, Lobby]
- [00:21] Marble tiled floors covered with heavy rugs and walls of polished jasper that gleam a cool blue mark this bank as solid and secure (and expensive). An official money-changing booth is to one side and a row of tellers windows faces you. Several guards, armed and armored, stand ready for trouble of any sort. Near the tellers stands a table of fine wood for those who need to do some writing. You also see a money-changer's booth, a bucket of viscous gloop and the tellers' windows.
- [00:21] Obvious exits: out.
- [00:21] Room Number: 1901
- [00:21] >
- [00:21] [go2]>go window
- [00:21] [Provincial Bank, Teller]
- [00:21] A neat row of barred windows faces you along a marble counter. Several patrons are already busy but there seems to be one window available. The clerk smiles at you and beckons you over. You also see a freshly painted sign.
- [00:21] Also here: Vune.
- [00:21] Obvious exits: out.
- [00:21] Room Number: 1900
- [00:21] >
- [00:21] [go2: travel time: 0:00:22]
- [00:21] --- Lich: go2 has exited.
- [00:21] [crossing-repair]>wealth
- [00:21]
- [00:21] Wealth:
- [00:21] 2 gold, 66 silver, 108 bronze, and 123 copper Kronars (9,803 copper Kronars).
- [00:21] 34 silver, 36 bronze, and 31 copper Lirums (3,791 copper Lirums).
- [00:21] 10 silver, 18 bronze, and 21 copper Dokoras (1,201 copper Dokoras).
- [00:21] [crossing-repair]>deposit all
- [00:21] >
- [00:21] The clerk slides a small metal box across the counter into which you drop all your Kronars. She counts them carefully and records the deposit in her ledger.
- [00:21] >
- [00:21] [drinfomon]>balance
- [00:21] The clerk pages through her ledger. "Blackwater, it looks like your current balance is 1,274 platinum, 4 silver, 8 bronze, and 9 copper Kronars."
- [00:21] >
- [00:21] [crossing-repair]>withdraw 3 silver
- [00:21] The clerk counts out 3 silver Kronars and hands them over, making a notation in her ledger.
- [00:21] >
- [00:21] [crossing-repair]>check balance
- [00:21] The clerk pages through her ledger. "Blackwater, it looks like your current balance is 1,274 platinum, 1 silver, 8 bronze, and 9 copper Kronars."
- [00:21] >
- [00:21] --- Lich: crossing-repair has exited.
- [00:21] [training-manager]>favor
- [00:21]
- [00:21] You currently have 30 favors with the gods.
- [00:21] Your most recent favor was granted by Chadatru.
- [00:21] >
- [00:21] --- Lich: sell-loot active.
- [00:21] [sell-loot]>open my haversack
- [00:21] Shop Filler Thires just arrived.
- [00:21] >
- [00:21] [sell-loot]>tap my dark pouch in my haversack
- [00:21] That is already open.
- [00:21] >
- [00:21] I could not find what you were referring to.
- [00:21] >
- [00:21] --- Lich: go2 active.
- [00:21] [go2: ETA: 0:00:01 (7 rooms to move through)]
- [00:21] [go2]>out
- [00:21] You go out.
- [00:21] [First Provincial Bank, Lobby]
- [00:21] Marble tiled floors covered with heavy rugs and walls of polished jasper that gleam a cool blue mark this bank as solid and secure (and expensive). An official money-changing booth is to one side and a row of tellers windows faces you. Several guards, armed and armored, stand ready for trouble of any sort. Near the tellers stands a table of fine wood for those who need to do some writing. You also see a money-changer's booth, a bucket of viscous gloop and the tellers' windows.
- [00:21] Obvious exits: out.
- [00:21] Room Number: 1901
- [00:21] >
- [00:21] [go2]>out
- [00:21] >
- [00:21] You go out.
- [00:21] [The Crossing, Hodierna Way]
- [00:21] The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum. The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name. A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside. You also see a big orange sign with a picture of a smiling Dwarf and a large parchment.
- [00:21] Also here: Flayra.
- [00:21] Obvious paths: east, southwest, northwest.
- [00:21] Room Number: 732
- [00:21] >
- [00:21] [go2]>east
- [00:21] Tamiella just arrived.
- [00:21] >
- [00:21] Tamiella runs northwest.
- [00:21] >
- [00:21] You go east.
- [00:21] [The Crossing, Hodierna Way]
- [00:21] This busy intersection is a conduit for travelers -- wheeled, mounted or on foot -- moving in and out of the Eastern Gate or northwest to the heart of the city. The Orders headquarters stands here, its doors open. Due west is a granite structure, and to the southwest the skyline is dominated by the magnificent High Temple of Zoluren. You also see a news stand with a parchment scroll on it and a walkway ramp.
- [00:21] Obvious paths: north, east, south, west.
- [00:21] Room Number: 731
- [00:21] >
- [00:21] [go2]>north
- [00:21] You go north.
- [00:21] [The Crossing, Albreda Boulevard]
- [00:21] The blank side of the Town Hall building stands to the west, its modest construction evident from this oblique angle. Upscale emporiums and services line the east side of the broad boulevard here, with shoppers casually glancing in the windows and doors to see the latest in trade goods from the outlying lands of Elanthia. You also see a gilded walkway.
- [00:21] Obvious paths: north, south, west.
- [00:21] Room Number: 754
- [00:21] >
- [00:21] [go2]>north
- [00:21] You go north.
- [00:21] [The Crossing, Albreda Boulevard]
- [00:21] This broad junction links Albreda Boulevard with the pleasant, tree-lined street to the west and the flower-dappled lane to the north. Such a refreshing vista invites you to stop and soak in the town's atmosphere. To the west you see the gabled slate roof of Town Hall. From the northwest comes the hue and cry of itinerant merchants, peddlers and soothsayers, vying for the attention of the adventurers gathered there in the Town's Green. You also see Grisgonda's Jewelry Shop and a gilded walkway.
- [00:21] Obvious paths: north, south, west.
- [00:21] Room Number: 751
- [00:21] >
- [00:21] [go2]>go shop
- [00:21] [Grisgonda's Gems and Jewels]
- [00:21] As you step into the room, your feet sink into plush carpets. The walls are set with numerous locked display cases. A well-dressed guard gives you a polite visual once over and steps aside so you may enter. Gems of every sort and size, from slivers of plain looking crystal to a massive heart-shaped gem the size of a Gor'Tog's fist are displayed. Grisgonda herself sits at a plain black marble desk with a bright lamp upon it inspecting gems that have been brought in for sale by other adventurers. You also see a side room and a gold easel with a leather-bound catalog on it.
- [00:21] Obvious exits: out.
- [00:21] Room Number: 4697
- [00:21] >
- [00:21] [go2]>go room
- [00:21] [Grisgonda's, Appraisal Room]
- [00:21] This small room is filled with the subdued glimmer of many gems. Locked cases of heavy crystal line the walls, each containing a staggering array of precious stones and gems of endless variety, cut, color and shape. A soft white light falls upon a small table covered with black velvet. It radiates from a curious lamp set in the center of the table. You also see some display cases with several things on it, a Dwarven appraiser and a silver bucket.
- [00:21] Obvious exits: out.
- [00:21] Room Number: 4652
- [00:21] >
- [00:21] [go2: travel time: 0:00:02]
- [00:21] --- Lich: go2 has exited.
- [00:21] [sell-loot]>ask appraiser for dark pouch
- [00:21] A Dwarven appraiser hands you a dark gem pouch.
- [00:21] >
- [00:21] [sell-loot]>put my pouch in my haversack
- [00:21] You put your pouch in your haversack.
- [00:21] >
- [00:21] [sell-loot]>tap my bundle
- [00:21] You tap a tight bundle that you are wearing.
- [00:21] >
- [00:21] --- Lich: go2 active.
- [00:21] [go2: ETA: 0:00:03 (15 rooms to move through)]
- [00:21] [go2]>out
- [00:21] You go out.
- [00:21] [Grisgonda's Gems and Jewels]
- [00:21] As you step into the room, your feet sink into plush carpets. The walls are set with numerous locked display cases. A well-dressed guard gives you a polite visual once over and steps aside so you may enter. Gems of every sort and size, from slivers of plain looking crystal to a massive heart-shaped gem the size of a Gor'Tog's fist are displayed. Grisgonda herself sits at a plain black marble desk with a bright lamp upon it inspecting gems that have been brought in for sale by other adventurers. You also see a side room and a gold easel with a leather-bound catalog on it.
- [00:21] Obvious exits: out.
- [00:21] Room Number: 4697
- [00:21] >
- [00:21] [go2]>out
- [00:21] You go out.
- [00:21] [The Crossing, Albreda Boulevard]
- [00:21] This broad junction links Albreda Boulevard with the pleasant, tree-lined street to the west and the flower-dappled lane to the north. Such a refreshing vista invites you to stop and soak in the town's atmosphere. To the west you see the gabled slate roof of Town Hall. From the northwest comes the hue and cry of itinerant merchants, peddlers and soothsayers, vying for the attention of the adventurers gathered there in the Town's Green. You also see Grisgonda's Jewelry Shop and a gilded walkway.
- [00:21] Obvious paths: north, south, west.
- [00:21] Room Number: 751
- [00:21] >
- [00:21] [go2]>west
- [00:21] >
- [00:21] You go west.
- [00:21] [The Crossing, Lunat Shade Road]
- [00:21] A modest two-story building with a slate roof and large windows dominates this section of town. This is the Town Hall, the place to pay fines and taxes, obtain permits and licenses, and attend the occasional town meeting. On the other side of this tree-lined street is the Plaza. Looking east from here you can barely make out the ramparts of the Eastern Wall over the low roofs of the houses and shops. You also see a gilded walkway.
- [00:21] Obvious paths: east, west.
- [00:21] Room Number: 752
- [00:22] >
- [00:22] [go2]>west
- [00:22] You go west.
- [00:22] [The Crossing, Lunat Shade Road]
- [00:22] Majestic lunat trees line this byway, donated by the town's prosperous traders, a reminder of how their Guild delights in improving the quality of life for beings all over Elanthia. One such wealthy merchant, though not as ostentatious as most, is Berolt, the dry goods dealer. His venerable general store here outfits adventurers with all the basic necessities. The row of trees on the north side of the street also serves to shade the south half of Town Green. You also see a town guard.
- [00:22] Obvious paths: north, east, south.
- [00:22] Room Number: 753
- [00:22] >
- [00:22] [go2]>north
- [00:22] You go north.
- [00:22] [The Crossing, Town Green South]
- [00:22] A gap in the stand of lunat trees leads south into Lunat Shade Road. In that general direction lie Berolt's Dry Goods, the Town Hall, the soaring presence of the Temple, the Provincial Bank and other key structures. A few loafers loll on the grass, watching those entering and leaving the Green. Sparrows, jays and other birds call to one another from the treetops, flitting back and forth between their nests and roosts in the dense hedges bordering the park.
- [00:22] Obvious paths: north, northeast, east, south, west, northwest.
- [00:22] Room Number: 792
- [00:22] >
- [00:22] [go2]>north
- [00:22] You go north.
- [00:22] [The Crossing, Town Green North]
- [00:22] A small path of bent grass leads to a narrow stretch of cobblestones between the grass and the privet hedge that stands before Milgrym the Weaponsmith's. The town's main source of serviceable arms, Milgrym does a good trade and has a solid reputation. The stream of customers, though steady, seems careful not to disturb the usual tranquility of the facing greensward. You also see a public listings board and the town green pond.
- [00:22] Obvious paths: north, east, southeast, south, southwest, west.
- [00:22] Room Number: 788
- [00:22] >
- [00:22] [go2]>north
- [00:22] You run north.
- [00:22] [The Crossing, Via Iltesh]
- [00:22] The lane is quite narrow here, with the sides of the Armorer's and Weaponsmith's shops encroaching on the path itself. Their huddling structures and the shady hedges and lunats that form this northern boundary of the Town Green cause slippery moss to grow upon the cobblestones and cast a cool, damp pall over this end of the street.
- [00:22] Obvious paths: north, south.
- [00:22] Room Number: 787
- [00:22] >
- [00:22] [go2]>north
- [00:22] Tamiella just arrived.
- [00:22] >
- [00:22] You run north.
- [00:22] [The Crossing, Via Iltesh]
- [00:22] This small lane off of Clanthew Boulevard narrows to the south and grows wider as it leads north into the main road, giving it a shape reminiscent of the blade of a huge greatsword. Due south you can see the verdant border of the Town Green and the shops of the Weaponsmith and Armorer. To the northeast is the dome of the Champions' Arena and to the west, the three-story colonnades of the Academy dominate the skyline. You also see a town guard.
- [00:22] Obvious paths: north, south.
- [00:22] Room Number: 786
- [00:22] >
- [00:22] [go2]>north
- [00:22] You run north.
- [00:22] [The Crossing, Clanthew Boulevard]
- [00:22] The cobblestones here are grey and flecked with crystals that sparkle as you move along the boulevard. High walls over which loom still higher structures with shuttered, mute windows that face the street and baked tile roofs, indicate you are passing through one of the wealthier residential sections of the Crossing. You also see a grand stone archway with a bronze plaque on it and a small hut with a grey raven perched on the roof.
- [00:22] Also here: Altar Boy Fistadanlius.
- [00:22] Obvious paths: east, south, west.
- [00:22] Room Number: 768
- [00:22] >
- [00:22] [go2]>west
- [00:22] You run west.
- [00:22] [The Crossing, Clanthew Boulevard]
- [00:22] You pause a moment at one of the busiest crossroads of town. Through this intersection must pass most of those traveling from the wilderness of the Western Tier into the heart of the Crossing, and those departing as well. To the east lie the gates to the Eastern Tier, affording access to the Warrior Mages' Guild and the Observatory, and other, more perilous, destinations.
- [00:22] Obvious paths: east, south, west.
- [00:22] Room Number: 769
- [00:22] >
- [00:22] [go2]>west
- [00:22] You run west.
- [00:22] [The Crossing, Clanthew Boulevard]
- [00:22] A side entrance to the Academy, in the form of a low, bronze gate, stands here. Students and faculty come and go through it, since it provides convenient access to the inns and eateries clustered to the north and east of Elanthia's most renowned seat of learning and research. Several blocks to the east looms the dome of the Champions' Arena, which also houses the Barbarians' Guild and farther north, both within and without the sheltering walls of town, lie various other Guilds.
- [00:22] Obvious paths: north, east, west.
- [00:22] Room Number: 770
- [00:22] >
- [00:22] [go2]>north
- [00:22] You run north.
- [00:22] [The Crossing, Truffenyi Place]
- [00:22] Truffenyi Place runs straight along the north-south axis of the Crossing and leads to the Guilds and Academy, vital institutions of town life. A quiet but constant buzz of citizens and adventurers engaged in missions, commerce, debate and worship fills the street. More pronounced are the peals of amiable laughter and snippets of modest songs that come from Taelbert's Inn, perched proudly on the west curb. You also see a squat stone stable with a scarred oak door.
- [00:22] Obvious paths: north, east, south.
- [00:22] Room Number: 810
- [00:22] >
- [00:22] [go2]>north
- [00:22] You run north.
- [00:22] [The Crossing, Truffenyi Place]
- [00:22] Stands of sicle trees shade the intersection here, and continue to line the lane leading west. Your path follows the town wall, which takes a 90-degree turn here from east to north. Over the wall, to the west, beyond the low fruit trees, you see taller, darker vegetation, as though the forest itself is gathering its forces to lay siege to this outpost of civilization set among the wilderness.
- [00:22] Obvious paths: north, south, west.
- [00:22] Room Number: 819
- [00:22] >
- [00:22] [go2]>west
- [00:22] You run west.
- [00:22] [The Crossing, Sicle Grove Lane]
- [00:22] A low, shed-like building stands beneath the trees along the road here. It has a gabled roof that dips off to the side, covering a smaller annex from which a vent disgorges noxious vapors into the street. Various antlers, skulls, and tusks decorate the outside of the shed.
- [00:22] Obvious paths: east, west.
- [00:22] Room Number: 820
- [00:22] >
- [00:22] [go2]>go shed
- [00:22] [Falken's Tannery, Workshop]
- [00:22] The Tannery, presided over by the ever-alert Falken, reeks of dead things, chemicals, and unwashed adventurers who rush in to sell or appraise their latest haul of skins and furs. On the rough, deobar-paneled walls are mounted stuffed heads of animals, and specimens of birds and fish. You are struck by the absence of stuffed reptiles, however. On the counter lies a bundle of assorted furs and hides. You also see a sturdy door, the tanner Falken, a stuffed vulture and a stuffed stag's head.
- [00:22] Obvious exits: west, out.
- [00:22] Room Number: 8266
- [00:22] >
- [00:22] [go2: travel time: 0:00:06]
- [00:22] --- Lich: go2 has exited.
- [00:22] [sell-loot]>remove my bundle
- [00:22] >
- [00:22] You remove a tight bundle from around your waist.
- [00:22] >
- [00:22] [sell-loot]>sell my bundle
- [00:22]
- [00:22] You ask the tanner Falken to buy a tight bundle.
- [00:22] The tanner Falken ponders over the bundle for a while, then hands you 3,188 Kronars.
- [00:22] Tanner Falken says, "And there's your rope back again."
- [00:22] >
- [00:22] [sell-loot]>stow rope
- [00:22] You put your rope in your carryall.
- [00:22] >
- [00:22] --- Lich: go2 active.
- [00:22] [go2: ETA: 0:00:03 (15 rooms to move through)]
- [00:22] [go2]>out
- [00:22] You go out.
- [00:22] [The Crossing, Sicle Grove Lane]
- [00:22] A low, shed-like building stands beneath the trees along the road here. It has a gabled roof that dips off to the side, covering a smaller annex from which a vent disgorges noxious vapors into the street. Various antlers, skulls, and tusks decorate the outside of the shed.
- [00:22] Obvious paths: east, west.
- [00:22] Room Number: 820
- [00:22] >
- [00:22] [go2]>east
- [00:22] You go east.
- [00:22] [The Crossing, Truffenyi Place]
- [00:22] Stands of sicle trees shade the intersection here, and continue to line the lane leading west. Your path follows the town wall, which takes a 90-degree turn here from east to north. Over the wall, to the west, beyond the low fruit trees, you see taller, darker vegetation, as though the forest itself is gathering its forces to lay siege to this outpost of civilization set among the wilderness.
- [00:22] Obvious paths: north, south, west.
- [00:22] Room Number: 819
- [00:22] >
- [00:22] [go2]>south
- [00:22] You go south.
- [00:22] [The Crossing, Truffenyi Place]
- [00:22] Truffenyi Place runs straight along the north-south axis of the Crossing and leads to the Guilds and Academy, vital institutions of town life. A quiet but constant buzz of citizens and adventurers engaged in missions, commerce, debate and worship fills the street. More pronounced are the peals of amiable laughter and snippets of modest songs that come from Taelbert's Inn, perched proudly on the west curb. You also see a squat stone stable with a scarred oak door.
- [00:22] Obvious paths: north, east, south.
- [00:22] Room Number: 810
- [00:22] >
- [00:22] [go2]>south
- [00:22] You go south.
- [00:22] [The Crossing, Clanthew Boulevard]
- [00:22] A side entrance to the Academy, in the form of a low, bronze gate, stands here. Students and faculty come and go through it, since it provides convenient access to the inns and eateries clustered to the north and east of Elanthia's most renowned seat of learning and research. Several blocks to the east looms the dome of the Champions' Arena, which also houses the Barbarians' Guild and farther north, both within and without the sheltering walls of town, lie various other Guilds.
- [00:22] Obvious paths: north, east, west.
- [00:22] Room Number: 770
- [00:22] >
- [00:22] [go2]>east
- [00:22] You go east.
- [00:22] [The Crossing, Clanthew Boulevard]
- [00:22] You pause a moment at one of the busiest crossroads of town. Through this intersection must pass most of those traveling from the wilderness of the Western Tier into the heart of the Crossing, and those departing as well. To the east lie the gates to the Eastern Tier, affording access to the Warrior Mages' Guild and the Observatory, and other, more perilous, destinations.
- [00:22] Obvious paths: east, south, west.
- [00:22] Room Number: 769
- [00:22] >
- [00:22] [go2]>east
- [00:22] You go east.
- [00:22] [The Crossing, Clanthew Boulevard]
- [00:22] The cobblestones here are grey and flecked with crystals that sparkle as you move along the boulevard. High walls over which loom still higher structures with shuttered, mute windows that face the street and baked tile roofs, indicate you are passing through one of the wealthier residential sections of the Crossing. You also see a grand stone archway with a bronze plaque on it and a small hut with a grey raven perched on the roof.
- [00:22] Also here: Altar Boy Fistadanlius.
- [00:22] Obvious paths: east, south, west.
- [00:22] Room Number: 768
- [00:22] >
- [00:22] [go2]>south
- [00:22] You run south.
- [00:22] [The Crossing, Via Iltesh]
- [00:22] This small lane off of Clanthew Boulevard narrows to the south and grows wider as it leads north into the main road, giving it a shape reminiscent of the blade of a huge greatsword. Due south you can see the verdant border of the Town Green and the shops of the Weaponsmith and Armorer. To the northeast is the dome of the Champions' Arena and to the west, the three-story colonnades of the Academy dominate the skyline. You also see a town guard.
- [00:22] Obvious paths: north, south.
- [00:22] Room Number: 786
- [00:22] >
- [00:22] [go2]>south
- [00:22] You run south.
- [00:22] [The Crossing, Via Iltesh]
- [00:22] The lane is quite narrow here, with the sides of the Armorer's and Weaponsmith's shops encroaching on the path itself. Their huddling structures and the shady hedges and lunats that form this northern boundary of the Town Green cause slippery moss to grow upon the cobblestones and cast a cool, damp pall over this end of the street.
- [00:22] Obvious paths: north, south.
- [00:22] Room Number: 787
- [00:22] >
- [00:22] [go2]>south
- [00:22] You run south.
- [00:22] [The Crossing, Town Green North]
- [00:22] A small path of bent grass leads to a narrow stretch of cobblestones between the grass and the privet hedge that stands before Milgrym the Weaponsmith's. The town's main source of serviceable arms, Milgrym does a good trade and has a solid reputation. The stream of customers, though steady, seems careful not to disturb the usual tranquility of the facing greensward. You also see a public listings board and the town green pond.
- [00:22] Obvious paths: north, east, southeast, south, southwest, west.
- [00:22] Room Number: 788
- [00:22] >
- [00:22] [go2]>south
- [00:22] You run south.
- [00:22] [The Crossing, Town Green South]
- [00:22] A gap in the stand of lunat trees leads south into Lunat Shade Road. In that general direction lie Berolt's Dry Goods, the Town Hall, the soaring presence of the Temple, the Provincial Bank and other key structures. A few loafers loll on the grass, watching those entering and leaving the Green. Sparrows, jays and other birds call to one another from the treetops, flitting back and forth between their nests and roosts in the dense hedges bordering the park.
- [00:22] Obvious paths: north, northeast, east, south, west, northwest.
- [00:22] Room Number: 792
- [00:22] >
- [00:22] [go2]>south
- [00:22] You run south.
- [00:22] [The Crossing, Lunat Shade Road]
- [00:22] Majestic lunat trees line this byway, donated by the town's prosperous traders, a reminder of how their Guild delights in improving the quality of life for beings all over Elanthia. One such wealthy merchant, though not as ostentatious as most, is Berolt, the dry goods dealer. His venerable general store here outfits adventurers with all the basic necessities. The row of trees on the north side of the street also serves to shade the south half of Town Green.
- [00:22] Obvious paths: north, east, south.
- [00:22] Room Number: 753
- [00:22] >
- [00:22] [go2]>south
- [00:22] You run south.
- [00:22] [The Crossing, Alamhif Trace]
- [00:22] This pivotal junction connects many of the Crossing's key locations. Proudly located to the south you see the translucent dome of the Temple flanked by its three guard towers, while the Town Green and the Town Hall can be seen off toward the north and northeast. The babble of many languages, of clan and guild and folk, fill the air here. Travelers dressed in all manner of costume, garb and battle gear amble past, admiring the view of the buildings here, or looking about to get their bearings. You also see Forest Warden Hengwild and the Carousel square.
- [00:22] Also here: Myeople, Outiggie and Stonemoe.
- [00:22] Obvious paths: north, southeast, west.
- [00:22] Room Number: 733
- [00:22] >
- [00:22] [go2]>southeast
- [00:22] You run southeast.
- [00:22] [The Crossing, Hodierna Way]
- [00:22] The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum. The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name. A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside. You also see a big orange sign with a picture of a smiling Dwarf and a large parchment.
- [00:22] Also here: Flayra.
- [00:22] Obvious paths: east, southwest, northwest.
- [00:22] Room Number: 732
- [00:22] >
- [00:22] [go2]>go bank
- [00:22] [First Provincial Bank, Lobby]
- [00:22] Marble tiled floors covered with heavy rugs and walls of polished jasper that gleam a cool blue mark this bank as solid and secure (and expensive). An official money-changing booth is to one side and a row of tellers windows faces you. Several guards, armed and armored, stand ready for trouble of any sort. Near the tellers stands a table of fine wood for those who need to do some writing. You also see a money-changer's booth, a bucket of viscous gloop and the tellers' windows.
- [00:22] Obvious exits: out.
- [00:22] Room Number: 1901
- [00:22] >
- [00:22] [go2]>go booth
- [00:22] Wildwood Summoner Telarann just arrived.
- [00:22] >
- [00:22] [Provincial Bank, Money-changer]
- [00:22] This small booth holds the official money-changing office for the town. The clerk works behind a thickly barred window and you pass your money in and out via a small drawer that can only be worked by the clerk. A well-padded chair is placed for your comfort while waiting for your money to be processed. You also see the exchange rate board.
- [00:22] Also here: Zenary.
- [00:22] Obvious exits: out.
- [00:22] Room Number: 1902
- [00:22] >
- [00:22] Wildwood Summoner Telarann just arrived.
- [00:22] >
- [00:22] [go2: travel time: 0:00:05]
- [00:22] --- Lich: go2 has exited.
- [00:22] [sell-loot]>exchange all Lirums for kronars
- [00:22] Telarann exchanges some words and coins with the money-changer.
- [00:22] >
- [00:22] [sell-loot]>exchange all Dokoras for kronars
- [00:22] Telarann exchanges some words and coins with the money-changer.
- [00:22] >
- [00:22] You hand your money to the money-changer. After collecting a modest fee, he hands you 4 gold, 5 silver, and 2 copper Kronars.
- [00:22] >
- [00:22] --- Lich: go2 active.
- [00:22] [go2: ETA: 0:00:00 (2 rooms to move through)]
- [00:22] [go2]>out
- [00:22] You hand your money to the money-changer. After collecting a modest fee, he hands you 1 gold, 5 silver, 8 bronze, and 1 copper Kronars.
- [00:22] >
- [00:22] Wildwood Summoner Telarann runs out.
- [00:22] >
- [00:22] You run out.
- [00:22] [First Provincial Bank, Lobby]
- [00:22] Marble tiled floors covered with heavy rugs and walls of polished jasper that gleam a cool blue mark this bank as solid and secure (and expensive). An official money-changing booth is to one side and a row of tellers windows faces you. Several guards, armed and armored, stand ready for trouble of any sort. Near the tellers stands a table of fine wood for those who need to do some writing. You also see a money-changer's booth, a bucket of viscous gloop and the tellers' windows.
- [00:22] Also here: Wildwood Summoner Telarann.
- [00:22] Obvious exits: out.
- [00:22] Room Number: 1901
- [00:22] >
- [00:22] [go2]>go window
- [00:22] Wildwood Summoner Telarann went over to the tellers' windows.
- [00:22] >
- [00:22] [Provincial Bank, Teller]
- [00:22] A neat row of barred windows faces you along a marble counter. Several patrons are already busy but there seems to be one window available. The clerk smiles at you and beckons you over. You also see a freshly painted sign.
- [00:22] Also here: Wildwood Summoner Telarann and Vune.
- [00:22] Obvious exits: out.
- [00:22] Room Number: 1900
- [00:22] >
- [00:22] [go2: travel time: 0:00:00]
- [00:22] --- Lich: go2 has exited.
- [00:22] [sell-loot]>wealth
- [00:22] Telarann speaks with the clerk.
- [00:22] >
- [00:22]
- [00:22] Wealth:
- [00:22] 8 gold, 14 silver, 16 bronze, and 11 copper Kronars (9,571 copper Kronars).
- [00:22] No Lirums.
- [00:22] No Dokoras.
- [00:22] >
- [00:22] [sell-loot]>deposit all
- [00:22] >
- [00:22] The clerk slides a small metal box across the counter into which you drop all your Kronars. She counts them carefully and records the deposit in her ledger.
- [00:22] >
- [00:22] Telarann exchanges some words with the clerk.
- [00:22] >
- [00:22] [drinfomon]>balance
- [00:22] Telarann and the clerk share a few words.
- [00:22] >
- [00:22] The clerk pages through her ledger. "Blackwater, it looks like your current balance is 1,274 platinum, 9 gold, 7 silver, and 6 bronze Kronars."
- [00:22] >
- [00:22] [sell-loot]>withdraw 3 silver
- [00:22] The clerk counts out 3 silver Kronars and hands them over, making a notation in her ledger.
- [00:22] >
- [00:22] [sell-loot]>check balance
- [00:22] >
- [00:22] The clerk pages through her ledger. "Blackwater, it looks like your current balance is 1,274 platinum, 9 gold, 4 silver, and 6 bronze Kronars."
- [00:22] >
- [00:22] --- Lich: sell-loot has exited.
- [00:22] Wildwood Summoner Telarann strides out.
- [00:22] >
- [00:22] --- Lich: crossing-training active.
- [00:22] Locksmith Sylventos just arrived.
- [00:22] >
- [00:22] Sylventos speaks with the clerk.
- [00:22] >
- [00:22] Sylventos and the clerk share a few words.
- [00:22] >
- [00:22] Sylventos exchanges some words with the clerk.
- [00:22] >
- [00:22] Sylventos and the clerk share a few words.
- [00:22] >
- [00:22] --- Lich: hunting-buddy active.
- [00:22] Locksmith Sylventos strides out.
- [00:22] >
- [00:22] --- Lich: go2 active.
- [00:22] [go2: ETA: 0:00:11 (57 rooms to move through)]
- [00:22] [go2]>out
- [00:22] You go out.
- [00:22] [First Provincial Bank, Lobby]
- [00:22] Marble tiled floors covered with heavy rugs and walls of polished jasper that gleam a cool blue mark this bank as solid and secure (and expensive). An official money-changing booth is to one side and a row of tellers windows faces you. Several guards, armed and armored, stand ready for trouble of any sort. Near the tellers stands a table of fine wood for those who need to do some writing. You also see a money-changer's booth, a bucket of viscous gloop and the tellers' windows.
- [00:22] Obvious exits: out.
- [00:22] Room Number: 1901
- [00:22] >
- [00:22] [go2]>out
- [00:22] You go out.
- [00:22] [The Crossing, Hodierna Way]
- [00:22] The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum. The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name. A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside. You also see a big orange sign with a picture of a smiling Dwarf and a large parchment.
- [00:22] Also here: Arcane Lord Alzbar.
- [00:22] Obvious paths: east, southwest, northwest.
- [00:22] Room Number: 732
- [00:22] >
- [00:22] [go2]>northwest
- [00:22] --- Lich: restock active.
- [00:22] You go northwest.
- [00:22] [The Crossing, Alamhif Trace]
- [00:22] This pivotal junction connects many of the Crossing's key locations. Proudly located to the south you see the translucent dome of the Temple flanked by its three guard towers, while the Town Green and the Town Hall can be seen off toward the north and northeast. The babble of many languages, of clan and guild and folk, fill the air here. Travelers dressed in all manner of costume, garb and battle gear amble past, admiring the view of the buildings here, or looking about to get their bearings. You also see Forest Warden Hengwild and the Carousel square.
- [00:22] Obvious paths: north, southeast, west.
- [00:22] Room Number: 733
- [00:22] >
- [00:22] [go2]>west
- [00:22] You go west.
- [00:22] [The Crossing, Alamhif Trace]
- [00:22] A constant stream of townsfolk and outlanders file past you but the mix is not your usual pastiche of rag-tag traders, bare-chested barbarians, indolent bards and assorted laborers. Here most people speak in serene tones or peer at you benevolently from behind cowls of the cleric's calling. Many cluster around Brother Durantine's Cleric Shop, which hugs the north side of the road. A monk pauses in the shadows cast by the High Temple tower to the southwest before continuing his journey.
- [00:22] Obvious paths: east, south, west.
- [00:22] Room Number: 734
- [00:22] >
- [00:22] [go2]>west
- [00:22] You go west.
- [00:22] [The Crossing, Asemath Walk]
- [00:22] Clerics, academics and carousers all are apparent here, headed throughout town on different courses. The windows and terraces from the back of the two-storied Half Pint Inn face the street from the south, while to the east is the side of the cleric's shop. Smooth paving stones, pale grey with dark grey borders, have been laid to coordinate with the approaches to the High Temple.
- [00:22] Obvious paths: north, east, west.
- [00:22] Room Number: 735
- [00:22] >
- [00:22] [restock]>count my first crossbow bolts
- [00:22] [go2]>north
- [00:22] You count some crossbow bolts in the quiver and see there are sixty-nine left.
- [00:22] >
- [00:22] [restock]>count my second crossbow bolts
- [00:22] You go north.
- [00:22] [The Crossing, Asemath Walk]
- [00:22] The crowd here is boisterous, composed of students, teachers, and seekers of all kinds. Some head south to the famed taproom of the Half Pint Inn, others appear to have already enjoyed the libations there to the dregs and are heading back for study. The inn to the south and the visitors to the High Temple to the southeast contribute to the brisk flow of people to and from the Academy.
- [00:22] Obvious paths: north, south.
- [00:22] Room Number: 784
- [00:22] >
- [00:22] [go2]>north
- [00:22] I could not find what you were referring to.
- [00:22] >
- [00:22] [restock]>count my first boar-tusk arrows
- [00:22] [go2: move: failed]
- [00:22] [go2: restarting script...]
- [00:22] [go2: ETA: 0:00:10 (51 rooms to move through)]
- [00:22] [go2]>north
- [00:22] You run north.
- [00:22] [The Crossing, Asemath Walk]
- [00:22] You stand before a sign in the shape of a giant lute, painted in red and gilt and inlaid with ivory and jet, with florid script proclaiming the virtues of the True Bard d'Or, the Crossing's finest purveyor of high-quality instruments for bards, aesthetes and amateurs alike. Dashing, gaily-clad figures stream in and out of the shop, lutes slung over shoulders or pipes clasped under arms. A haunting tune, at once both exhilarating and melancholic, emanates from the doorway. You also see a town guard.
- [00:22] Obvious paths: north, east, south, west.
- [00:22] Room Number: 783
- [00:22] >
- [00:22] You count some boar-tusk arrows in the quiver and see there are sixty-nine left.
- [00:22] >
- [00:22] [restock]>count my second boar-tusk arrows
- [00:22] [go2]>west
- [00:22] The guard searches the area with a wary eye.
- [00:22] The town guard's gaze briefly sweeps over you, but just as soon moves on.
- [00:22] >
- [00:22] You run north.
- [00:22] [The Crossing, Lorethew Street]
- [00:22] Here figures clad in black flowing robes, trimmed with white piping, wander past in a continuous parade. The focus of the throng is the impressive structure to the northwest, the town's main seat of learning and scholarship, Academy Asemath. It encompasses libraries, dormitories, convocations and lectures by the most respected thinkers of Elanthia. Some of the facilities are open to the public, while others are restricted to faculty, students and alumni.
- [00:22] Obvious paths: north, south, west.
- [00:22] Room Number: 782
- [00:22] >
- [00:22] You count some boar-tusk arrows in the quiver and see there are eight left.
- [00:22] >
- [00:22] You run west.
- [00:22] [go2]>west
- [00:22] [restock]>count my third boar-tusk arrows
- [00:22] [The Crossing, Lorethew Street]
- [00:22] This narrow road runs east-west between the Academy and many of the town's shops. To the east you can see the low shops and hedges that surround the Town Green, while west looms the tributary river, flowing on its winding course south into the mighty Segoltha River.
- [00:22] Obvious paths: east, west.
- [00:22] Room Number: 780
- [00:22] >
- [00:22] [go2]>north
- [00:22] You run west.
- [00:22] [The Crossing, Lorethew Street]
- [00:22] The path here follows the curves of the Oxenwaithe, bringing you nearer to the swirling, dark currents. Along the bank, to the southwest, you make out several dinghies bobbing and straining at their moorings, in a doomed dance of freedom they can never win, except at the behest of some greedy ferryman or in the wake of a storm.
- [00:22] Obvious paths: north, east, south.
- [00:22] Room Number: 774
- [00:22] >
- [00:22] I could not find what you were referring to.
- [00:22] >
- [00:22] You run north.
- [00:22] --- Lich: restock has exited.
- [00:22] [go2]>north
- [00:22] [The Crossing, Sirenberry Row]
- [00:22] The daunting, austere structure of Academy Asemath, directly east, blocks out the light, and leaves the humble facade on the other side of the path in intermittent shade. Scholars and singers, teachers and troubadours, mimes and masters all saunter past, content in their mutual feelings of superiority. Round the corner, you can just spy a gaudy sign on a shop to the east. You also see an old blind beggar that is sitting.
- [00:22] Obvious paths: north, south.
- [00:22] Room Number: 773
- [00:22] >
- [00:22] [go2]>north
- [00:22] You run north.
- [00:22] [The Crossing, Clanthew Boulevard]
- [00:22] From the west comes the sound of currents rushing through a narrow river bend, while in the distance, just barely evident to the northwest, is a corner of the outer town wall, over which the calls of birds can be heard. Mingled among the sublime sounds of nature, are the equally sweet sounds reaching your ears from a small, unpretentious building set unobtrusively off to the south side of the road. You also see a small building.
- [00:22] Obvious paths: east, south, west.
- [00:22] Room Number: 771
- [00:22] >
- [00:22] You can't go there.
- [00:22] >
- [00:22] [go2]>west
- [00:22] You run west.
- [00:22] [The Crossing, Clanthew Boulevard]
- [00:22] The meandering course of the River Oxenwaithe lies dead ahead. Wooden carts, powered by all manner of two- and four-legged beasts, rumble past, headed west towards the broad, well-worn planks of the Oxenwaithe Bridge and east into the heart of the Crossing. Groups of armed adventurers, mystics, merchants and rogues weave in and out of the wheeled and hoofed mobs.
- [00:22] Obvious paths: east.
- [00:22] Room Number: 772
- [00:22] >
- [00:22] [go2]>go bridge
- [00:22] [hunting-buddy: ***STATUS*** EXECUTE go2 6163]
- [00:22] --- Lich: go2 is already running (use ;force [scriptname] if desired).
- [00:22] [hunting-buddy: ***STATUS*** EXECUTE buff pick]
- [00:22] --- Lich: buff active.
- [00:22] [The Crossing, Oxenwaithe Bridge]
- [00:22] This bridge is wide and sturdy, its strong oaken planks weathered but in good repair. Across this span must stream all the traffic directly proceeding to or coming from the Northern and Western Tiers. Oxcarts laden with imports and exports rumble past.
- [00:22] Obvious paths: east, south, west.
- [00:22] Room Number: 862
- [00:22] >
- [00:22] [go2]>west
- [00:22] [buff]>med focus
- [00:22] You run west.
- [00:22] [The Crossing, Goodwhate Pike]
- [00:22] The gates to the west, the river and Oxenwaithe Bridge to the east, the town walls and dense forests and scrub just beyond to the north - all serve as a reminder of the dichotomy between the untamed forces of nature and the works of mortals that life in Elanthia constantly confronts its inhabitants with. Such cosmic musings are soon cut short, however, as a foul-smelling Dwarf barbarian shoves aside a few passersby rudely and lumbers past.
- [00:22] Obvious paths: east, south, west.
- [00:22] Room Number: 863
- [00:22] >
- [00:22] You must be sitting to properly reinforce your physical resistance.
- [00:22] >
- [00:22] [go2]>west
- [00:22] [buff]>sit
- [00:22] You run west.
- [00:22] [The Crossing, Goodwhate Pike]
- [00:22] A long, barn-like structure hunkers just by the road here, wedged between the cobbled way and the high outer walls of town that lie just north. A very high, very wide double door leads in and from it the lowing of oxen, the whinnying of steeds and the braying of obstinate pack animals can be heard. An exotic-looking trader in a silk robe forcibly leads a recalcitrant camel from the building, almost knocking a nearby attendant to the ground. You also see a huge mound of manure.
- [00:22] Obvious paths: east, south, west.
- [00:22] Room Number: 864
- [00:22] >
- [00:22] You sit down.
- [00:22] >
- [00:22] [go2]>stand
- [00:22] [buff]>med focus
- [00:22] You stand back up.
- [00:22] >
- [00:22] [go2]>west
- [00:22] You must be sitting to properly reinforce your physical resistance.
- [00:22] >
- [00:22] [buff]>sit
- [00:22] You run west.
- [00:22] [The Crossing, Goodwhate Pike]
- [00:22] Old woodframe buildings that appear to be vacant border the wide pike here. Heavy traffic has taken its toll, leaving deep ruts and almost demolishing the curb, so that the already decrepit mud-and-twig structures almost seem to spill out upon the road. You have no doubt that, during the height of the rainy season, they literally do. Directly west lies the Western Gate.
- [00:22] Obvious paths: east, south, west.
- [00:22] Room Number: 865
- [00:22] >
- [00:22] [go2]>west
- [00:22] You sit down.
- [00:22] >
- [00:22] You can't do that while sitting!
- [00:22] >
- [00:22] [go2]>stand
- [00:22] [buff]>med focus
- [00:22] You stand back up.
- [00:22] >
- [00:22] [go2]>west
- [00:22] Your inner fire lacks the strength to empower such a potent mental activity.
- [00:22] >
- [00:22] You go west.
- [00:22] [The Crossing, Western Gate]
- [00:22] Camels, oxen, and mules compete with Elves, Gor'Togs, and Humans to pass through the narrow gate which breaches the stone wall between town and the western reaches. The lowing of animals, and the bellowing of irate travelers become almost indistinguishable the more you listen. After a few minutes, so do the unmistakable odors of unwashed sojourners and domestic beasts of burden. It begins to dawn on you why folks are anxious to pass through customs, whatever the cost, as quickly as possible. You also see the Western Gate, the Guard House and some stone stairs leading to the top of the town wall.
- [00:22] Obvious paths: east.
- [00:22] Room Number: 866
- [00:22] >
- [00:22] [go2]>go gate
- [00:22] [Mycthengelde, Flatlands]
- [00:22] Well-worn paths lead through a grove of trees to a gate in The Crossing's western wall. Now and again you hear birds calling to one another in the branches, or the bustling of a merchant's cart as it makes its way past. A handful of adventurers nod at you in greeting as they make their way into town. An aromatic mix of wildflowers mingles with wyndwood, oak and juniper trees as the grove stretches north and south, while to the west, you can see grassy flatlands through a small clearing. You also see a wooden sign printed in large block letters, a path that heads westward toward the grasslands, a town wall, a narrow trail and the western gate.
- [00:22] Obvious paths: northwest.
- [00:22] Room Number: 1387
- [00:22] >
- [00:22] [go2]>go path
- [00:22] [Grassland Road, Meadow]
- [00:22] An endless vista of meadows and grasslands stretches out to the west, traveled by this meandering dirt road compacted to a hard surface by years of trekking feet, hooves and wheels. A path leads to the bustling gate of the Crossing to the east.
- [00:22] Obvious paths: west.
- [00:22] Room Number: 1433
- [00:22] >
- [00:22] [go2]>west
- [00:22] You go west.
- [00:22] [Grassland Road, Meadow]
- [00:22] A covered merchant's wagon trundles eastward, toward the high walls of the Crossing which are barely visible above their surrounding treetops. The Gor'Tog merchant gives you a polite nod as he urges his horses on at an eager pace. Meadows stretch out from either side of the path as far as the eye can see.
- [00:22] Obvious paths: east, west.
- [00:22] Room Number: 1434
- [00:22] >
- [00:22] [go2]>west
- [00:22] You go west.
- [00:22] [Grassland Road, Meadow]
- [00:22] The road makes a slight bend through the grassy meadows brightened with sunny yellow creeping buttercup and milkweed pods bursting with snowy white fluff.
- [00:22] Obvious paths: east, south, northwest.
- [00:22] Room Number: 1435
- [00:22] >
- [00:22] [go2]>northwest
- [00:22] You go northwest.
- [00:22] [Grassland Road, Meadow]
- [00:22] The vines of dewberry and blooming trumpet creeper twist and intertwine along the edge of the road, separating it from the vast stretch of grassland beyond. Far off to the east you can see the building tops of a large town.
- [00:22] Obvious paths: southeast, west.
- [00:22] Room Number: 1436
- [00:22] >
- [00:22] [go2]>west
- [00:22] >
- [00:22] You go west.
- [00:22] [Grassland Road, Meadow]
- [00:22] Tall sharp blades of switch grass rustle and whisper in the breeze. Here and there small clumps of wild sweet cicely grow in the meadow, filling the air with a spicy scent.
- [00:22] Obvious paths: east, west.
- [00:22] Room Number: 1437
- [00:22] >
- [00:22] [go2]>west
- [00:22] Antarus just arrived.
- [00:22] >
- [00:22] Antarus runs east.
- [00:22] >
- [00:22] You go west.
- [00:22] [Grassland Road, Meadow]
- [00:22] Acre after acre of rich farmland stretches off to the west. The gracefully swaying green of Elanthia's vast grasslands is spread out to the east.
- [00:22] Obvious paths: east, northwest.
- [00:22] Room Number: 1438
- [00:22] >
- [00:22] [go2]>northwest
- [00:22] You go northwest.
- [00:22] [Grassland Road, Farmlands]
- [00:22] A patchwork quilt of wheat, oat, barley and fruit trees, neatly planted in rectangular plots, is laid out in all directions. Several Gor'Tog men are working here repairing a roadside fence. A black and gold banner is prominently displayed overhead, supported by two wooden posts. You also see a musk hog.
- [00:22] Obvious paths: southeast, west.
- [00:22] Room Number: 1439
- [00:22] >
- [00:22] [go2]>west
- [00:22] You go west.
- [00:22] [Grassland Road, Farmlands]
- [00:22] A group of Gor'Tog farmers wielding mattocks and clodding beetles work at breaking up clumps of soil in a recently harrowed field. They pause in their task to stare at you as you pass by, not with any animosity, but also without any friendliness. You also see a musk hog, a musk hog, a musk hog, a musk hog, a musk hog, a musk hog, a musk hog, a musk hog and a musk hog.
- [00:22] Also here: Rhamer, Isylela and Geriscus.
- [00:22] Obvious paths: north, east, west.
- [00:22] Room Number: 1440
- [00:22] >
- [00:22] [go2]>west
- [00:22] You run west.
- [00:22] [Grassland Road, Orchard]
- [00:22] Short stocky trees laden with fruit and nuts have been planted in this small grove. A Gor'Tog man clad in a leather apron with a bulging pocket stands under one of the nut trees knocking against its branches with a long wooden stave. He quickly gathers up the fallen nuts, stuffing them into the pocket.
- [00:22] Obvious paths: east, southwest.
- [00:22] Room Number: 1441
- [00:22] >
- [00:22] [go2]>southwest
- [00:22] You run southwest.
- [00:22] [Grassland Road, Farmlands]
- [00:22] A young mongrel dog barks excitedly at you as you pass by several men who are sowing seeds that they carry in small straw baskets hung around their necks. An enormous black crow descends from a nearby walnut tree, flapping its strong wings a few times before proceeding to raid an unattended seed bag. The dog bounds off toward it, giving a few warning barks, sending the crow screeching angrily back to its perch in the trees. You also see a musk hog.
- [00:22] Obvious paths: northeast, west.
- [00:22] Room Number: 1442
- [00:22] >
- [00:22] [go2]>west
- [00:22] You run west.
- [00:22] [Grassland Road, Farmlands]
- [00:22] Young crops of spelt and emmer wheat are arranged in neat strips and furlongs in this active field. A Gor'Tog farmer, walking alongside a primitive ard pulled by two oxen, heads down the road to the west, surveying the fields as he walks.
- [00:22] Obvious paths: east, west.
- [00:22] Room Number: 1443
- [00:22] >
- [00:22] [go2]>west
- [00:22] You run west.
- [00:22] [Grassland Road, Farmlands]
- [00:22] The whooshing sound of the sickle meets your ears as you pass by a group of farmers moving through the wheat cutting stalks. A group of binders follows them, gathering the stalks and tying them into sheaves ready to be taken to the village to dry.
- [00:22] Obvious paths: east, northwest.
- [00:22] Room Number: 1444
- [00:22] >
- [00:22] [go2]>northwest
- [00:22] You run northwest.
- [00:22] [Grassland Path, Farmlands]
- [00:22] This wide empty field lies fallow for the year, containing nothing but some dried out brush and a few felled trees. A few Gor'Tog peasants work together cutting brush and hauling out stumps.
- [00:22] Obvious paths: southeast, northwest.
- [00:22] Room Number: 1445
- [00:22] >
- [00:22] [go2]>northwest
- [00:22] You run northwest.
- [00:22] [Grassland Path, Farmlands]
- [00:22] Rows of trellises support the twisting and twining stalks of pea and bean plants, their branches filled with plump hanging pods. Several aproned Gor'Tog women stoop over the vines pulling peas, laughing and gossiping with each other as they work. A thick rock wall angles from the west around to the south where you glimpse the sparkle from the waters of the Segoltha River.
- [00:22] Obvious paths: southeast, west.
- [00:22] Room Number: 1446
- [00:22] >
- [00:22] [go2]>west
- [00:22] You run west.
- [00:22] [Grassland Path, Village Gate]
- [00:22] A long rock wall extends east and west bordered by the grassland path. Beyond the wall you can make out the thatched rooftops of the village homesteads. The massive village gate stands open, its wooden beams painted with colorful gold and black stripes. You also see a musk hog.
- [00:22] Obvious paths: east, west.
- [00:22] Room Number: 1447
- [00:22] >
- [00:22] [go2]>west
- [00:22] --- Lich: buff has exited.
- [00:22] >
- [00:22] [hunting-buddy: ***STATUS*** EXECUTE pick pets 10]
- [00:22] --- Lich: pick active.
- [00:22] You run west.
- [00:22] [Grassland Path, Meadow]
- [00:22] The river rock wall of the Tiger Clan Home bends around from the east to the south. Thick growths of wild oats and wood meadow grasses spread out from either side of the path. Several small seed-eating birds cling to the tall stalks, swaying in the breeze as they delicately pick at the oats. The dirt path leads into a forest a short distance to the northwest.
- [00:22] Obvious paths: east, northwest.
- [00:22] Room Number: 1448
- [00:22] >
- [00:22] [go2]>northwest
- [00:22] You run northwest.
- [00:22] [Woodland Path, Forest's Edge]
- [00:22] The path leads into a stand of majestic hemlock trees, the brilliant green of their leaves setting them apart from their neighboring trees. A riotous growth of wildflowers provides a multicolored carpet along the forest's edge. You can see the walls of a mid-sized village nestled in the farmlands stretching to the east.
- [00:22] Obvious paths: southeast, south, west.
- [00:22] Room Number: 1449
- [00:22] >
- [00:22] [go2]>west
- [00:22] You run west.
- [00:22] [Woodland Path, Dense Forest]
- [00:22] A fallen thorn tree rests alongside the path, already covered with twisting vines and delicate moonwort ferns growing around it on the moist ground. The soft clicking of tiny woodland residents does little to break the deep hush of the forest.
- [00:22] Obvious paths: east, west.
- [00:22] Room Number: 1450
- [00:22] >
- [00:22] [go2]>west
- [00:22] [pick]>open my haversack
- [00:22] You run west.
- [00:22] [Woodland Path, Brook]
- [00:22] A shallow brook cuts across the path here, meandering its way toward the wide Segoltha River to the south. Delicate water hyacinths and horsetail grasses flourish along the gurgling brook's pebbled shore. Dense growths of tall trees surround the area.
- [00:22] Obvious paths: east.
- [00:22] Room Number: 1451
- [00:22] >
- [00:22] [go2]>go brook
- [00:22] [pick]>open my carryall
- [00:22] That is already open.
- [00:22] >
- [00:22] [pick]>open my carryall
- [00:22] [Woodland Path, Brook]
- [00:22] This shallow stream would probably only come chest-high on a short Halfling. The water moves lazily southward, but the shifting, sharp rocky floor makes crossing uncomfortable.
- [00:22] Obvious paths: north, east, west.
- [00:22] [pick]>rummage /B my haversack
- [00:22] Room Number: 1507
- [00:22] >
- [00:22] That is already open.
- [00:22] >
- [00:22] That is already open.
- [00:22] >
- [00:22] [go2]>west
- [00:22] >
- [00:22] You rummage through a heavy silk haversack looking for boxes but there is nothing in there like that.
- [00:22] >
- [00:22] Roundtime: 1 sec.
- [00:22] You splash west, moving sideways to the light current.
- [00:22] [Woodland Path, Brook]
- [00:22] The brook cuts a narrow path through tall walls of stately trees. The gentle lapping of the mild current against the rocky shore gives the area a sense of peace and tranquility. Soft-blowing breezes bring fresh clean scents from the rushing waters of the Segoltha River to the south.
- [00:22] Obvious paths: east, west.
- [00:22] Room Number: 1508
- [00:22] >
- [00:22] [pick]>rummage /B my carryall
- [00:22] You rummage through a heavy silk carryall looking for boxes and see a salt-stained iron crate, a poorly made mahogany caddy, a crooked steel caddy, a misshaped driftwood strongbox, a deeply gouged oaken coffer, a greenish copper trunk, a moldy ironwood crate, a crust-covered driftwood chest, a mud-stained oaken box and a poorly made wooden casket.
- [00:22] >
- [00:22] [go2]>west
- [00:22] [pick]>get my crate from my carryall
- [00:22] Roundtime: 1 sec.
- [00:22] You splash west, moving sideways to the light current.
- [00:22] [Woodland Path, Brook]
- [00:22] Tall, elegant bamboo stalks stand erect along a shallow bubbling brook that divides the path here. A long-legged heron scrutinizes the water around its feet. With a quick dart of its beak, it grasps a small, struggling fish and gulps it down hungrily. You also see a leaning sign.
- [00:22] Also here: Sticky Fingers Etal.
- [00:22] Obvious paths: west.
- [00:22] Room Number: 1509
- [00:22] >
- [00:22] ...wait 1 seconds.
- [00:22] >
- [00:22] Etal steps behind the tree and gives it a strong push. A loud pop ripples the trunk as it gives way and falls over.
- [00:22] >
- [00:22] [pick]>get my crate from my carryall
- [00:22] [go2]>west
- [00:22] You get a salt-stained iron crate from inside your carryall.
- [00:22] >
- [00:22] You go west.
- [00:22] [Woodland Path, Dense Forest]
- [00:22] The path leads from a narrow brook to the east twisting southwestward deeper into the forest. Yellow and gray-feathered flycatchers dart between the trees snatching unsuspecting insects from the air and occasionally pausing to rest on the downy velvetleaf plants that carpet the ground.
- [00:22] Obvious paths: east, southwest.
- [00:22] Room Number: 1510
- [00:22] >
- [00:22] [pick]>disarm my crate identify
- [00:22] [go2]>southwest
- [00:22] An incredibly sharp blade rests off to the side in the casing of the crate, indicating the trap is no longer a danger.
- [00:22] Roundtime: 3 sec.
- [00:22] >
- [00:22] ...wait 3 seconds.
- [00:22] >
- [00:22] You feel fully rested.
- [00:22] >
- [00:22] [go2]>southwest
- [00:22] [pick]>disarm my crate careful
- [00:22] You go southwest.
- [00:22] [Woodland Path, Dense Forest]
- [00:22] Your eye is caught by a fluttering movement near the base of the trees. Dozens of white pine butterflies perform a graceful dance over creamcups and fairy slipper plants that grow in clusters there. Their fragile white wings sparkle iridescently from a single ray of sun that makes its way through the dense canopy of leaves overhead. You also see a rough timber cabin that has been burned halfway to the ground.
- [00:22] Obvious paths: northeast, west.
- [00:22] Room Number: 1511
- [00:22] >
- [00:22] An incredibly sharp blade rests off to the side in the casing of the crate, indicating the trap is no longer a danger.
- [00:22] Roundtime: 3 sec.
- [00:22] >
- [00:22] Leustyin just arrived.
- [00:22] >
- [00:22] Leustyin runs northeast.
- [00:22] >
- [00:22] [pick]>pick my crate blind
- [00:22] [go2]>west
- [00:22] With a dramatic flourish, you pull out a strip of cloth and tie it around your head, covering your eyes.
- [00:22]
- [00:22] You then deftly remove a lockpick from the lockpick ring and begin to work at somehow blindly picking open the crate.
- [00:22] Your lack of knowledge of the lock hinders your initial efforts somewhat.
- [00:22] Your armor hinders your attempt.
- [00:22] Your brass knuckles hinders your attempt.
- [00:22] You are unable to make any progress towards opening the lock.
- [00:22] You return your lockpick to the lockpick ring.
- [00:22] Roundtime: 10 sec.
- [00:22] >
- [00:22] ...wait 10 seconds.
- [00:23] >
- [00:23] [pick]>pick my crate blind
- [00:23] [go2]>west
- [00:23] With a dramatic flourish, you pull out a strip of cloth and tie it around your head, covering your eyes.
- [00:23]
- [00:23] You then deftly remove a lockpick from the lockpick ring and begin to work at somehow blindly picking open the crate.
- [00:23] Your lack of knowledge of the lock hinders your initial efforts somewhat.
- [00:23] Your armor hinders your attempt.
- [00:23] Your brass knuckles hinders your attempt.
- [00:23] You are unable to make any progress towards opening the lock.
- [00:23] You return your lockpick to the lockpick ring.
- [00:23] Roundtime: 10 sec.
- [00:23] >
- [00:23] ...wait 10 seconds.
- [00:23] >
- [00:23] [pick]>put my crate in my carryall
- [00:23] [go2]>west
- [00:23] You put your crate in your carryall.
- [00:23] >
- [00:23] You go west.
- [00:23] [Woodland Path, Dense Forest]
- [00:23] A well-worn dirt path that travels eastward through the forest ends abruptly at this point. Towering trees spread out in all directions, standing silent and watchful like arboreal sentinels. Brambles and knotsweed cover the heavily shaded forest floor. You catch a glimpse of an ancient, crumbling tower through a break in the trees.
- [00:23] Obvious paths: north, east, south, southwest, west, northwest.
- [00:23] Room Number: 1512
- [00:23] >
- [00:23] [go2]>northwest
- [00:23] [pick]>open my crate
- [00:23] You go northwest.
- [00:23] [Dense Forest]
- [00:23] Large clumps of evergreen whortleberry bushes grow among the trees here, their deep green branches laden with blue-black berries. You also see a patch of brambles.
- [00:23] Obvious paths: east, southeast, south, southwest, west.
- [00:23] Room Number: 1513
- [00:23] >
- [00:23] [go2]>go bramble
- [00:23] It is locked.
- [00:23] >
- [00:23] [Wilderness, Deep Forest]
- [00:23] Broken and trampled branches are the only signs of a trail winding through this large bramble patch. The torn and bloody remnants of a cloak snagged on the sharp bramble needles mark a failed attempt to forge a new path.
- [00:23] Obvious paths: northeast, south.
- [00:23] Room Number: 6155
- [00:23] >
- [00:23] [go2]>northeast
- [00:23] [pick]>dismantle my crate
- [00:23] You go northeast.
- [00:23] [Wilderness, Deep Forest]
- [00:23] A large bramble patch seems to block any hope of movement to the south. In the thick loam beneath the trees a barely visible path heads northeast. You also see a miniature silvered-black bull with a fluffy fur coat.
- [00:23] Obvious paths: northeast.
- [00:23] Room Number: 6150
- [00:23] >
- [00:23] You must be holding the object you wish to dismantle.
- [00:23] >
- [00:23] [pick: ***STOPPING DUE TO MINDLOCK***]
- [00:23] [pick]>app my lockpick ring
- [00:23] [go2]>northeast
- [00:23] The lockpick ring is made with metal.
- [00:23] The lockpick ring looks to be holding 25 lockpicks and it appears to be full.
- [00:23] It appears that the lockpick ring can be worn attached to a belt.
- [00:23] You are confident that the lockpick ring weighs around 45 stones.
- [00:23] You are certain that the lockpick ring is worth exactly 3,000 Kronars.
- [00:23] Roundtime: 8 seconds.
- [00:23] >
- [00:23] ...wait 8 seconds.
- [00:23] >
- [00:23] [go2]>northeast
- [00:23] --- Lich: pick has exited.
- [00:23] You go northeast.
- [00:23] [Wilderness, Deep Forest]
- [00:23] The trees thin out a little here giving more light to the undergrowth. Several clusters of bright red, sharp yellow and deep blue flowers help break up the green and brown monotony of the forest. To the north through the tree tops some mountain peaks are barely visible.
- [00:23] Obvious paths: north, southwest.
- [00:23] [hunting-buddy: ***STATUS*** EXECUTE pick]
- [00:23] Room Number: 6151
- [00:23] >
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