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The_Yetti

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Apr 12th, 2019
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  1. H> [steal]: steal slim lockpick
  2.  
  3. Moving stealthily, you manage to grab an earth-toned slim lockpick right from underneath a sales clerk's very nose.
  4. You learned exceptionally well from this nearly impossible theft.
  5. A sales clerk points to where you lie concealed and begins to shout loudly for help.
  6. You come out of hiding.
  7. "Stop right there!" The shout reverberates through the area as the constable charges towards you. "You're under arrest!"
  8. Before you really realize what's going on, your hands are firmly bound behind you and you are marched off.
  9. The constable brings you to the jail, where several companions aid to hold you down and strip you of all your possessions. They are placed in a sack under the watchful eye of the jail warden, and then you are ushered to a cell, the door opened just long enough for you to be shoved inside.
  10.  
  11. [Muspar'i, Jail Cell]
  12. A wide swath of thick metal bars, the closest Velaka comes to a forest, surround completely this small circular area. No walls of granite form a communal cell here -- there is nothing save the ring of bars. The ground within the chamber is dirty and in some areas covered in things best not thought about, while the ceiling bears some splotch of what appears to be dried jelly. A dais is visible beyond the bars on the far side of the chamber.
  13. You also see some straw.
  14. Obvious exits: none.
  15. Roundtime: 8 sec.
  16.  
  17. PR>
  18. You feel fully attuned to the mana streams again.
  19. PR>
  20. A slim alfar warrior calmly strides in and surveys the area.
  21.  
  22. PR>
  23. Your spell cannot maintain itself in this magically inert area.
  24. You sense your hold on your Guardian Spirit weaken, then evaporate entirely.
  25. P> STAND
  26. You stand back up.
  27.  
  28. > collect coin
  29.  
  30. You forage around but are unable to find anything.
  31. Roundtime: 3 sec.
  32. R>
  33. R> collect coin
  34.  
  35. You wander around and poke your fingers into a few places, wondering what you might find.
  36. Roundtime: 5 sec.
  37. R>
  38. R>
  39. A slim alfar warrior suddenly appears less real, like a reflection seen in an antique mirror. You close your eyes to blink away the dizzying apparition and when you open them, the creature is gone.
  40.  
  41. R>
  42. R>
  43. You are still rather wet, but drying off nicely.
  44. > collect coin
  45.  
  46. Hawkishly you spot your target and begin to forage.
  47. You wander around and poke your fingers into a few places, wondering what you might find.
  48. Roundtime: 4 sec.
  49. R>
  50. R> collect coin
  51.  
  52. You wander around and poke your fingers into a few places, wondering what you might find.
  53. Roundtime: 5 sec.
  54. R>
  55. R> collect coin
  56.  
  57. You begin scanning the area before you, trying to find just the right spot to forage.
  58. You forage around but are unable to find anything.
  59. Roundtime: 6 sec.
  60. R>
  61. R>
  62. > collect coin
  63.  
  64. You forage around but are unable to find anything.
  65. Roundtime: 5 sec.
  66. R>
  67. R> collect coin
  68.  
  69. >
  70. You wander around and poke your fingers into a few places, wondering what you might find.
  71. Roundtime: 5 sec.
  72. R>
  73. R> collect coin
  74.  
  75. You wander around and poke your fingers into a few places, wondering what you might find.
  76. Roundtime: 6 sec.
  77. R>
  78. R> collect coin
  79.  
  80. You wander around and poke your fingers into a few places, wondering what you might find.
  81. Roundtime: 5 sec.
  82. R>
  83. R> collect coin
  84.  
  85. You wander around and poke your fingers into a few places, wondering what you might find.
  86. Roundtime: 4 sec.
  87. R>
  88. R> collect coin
  89.  
  90. You forage around but are unable to find anything.
  91. Roundtime: 6 sec.
  92. R>
  93. R> collect coin
  94.  
  95. Hawkishly you spot your target and begin to forage.
  96. You forage around but are unable to find anything.
  97. Roundtime: 4 sec.
  98. R>
  99. R> collect coin
  100.  
  101. You wander around and poke your fingers into a few places, wondering what you might find.
  102. Roundtime: 4 sec.
  103. R>
  104. R> collect coin
  105.  
  106. Mindlessly you begin to forage the area before you.
  107. You begin to forage around, but can't quite seem to remember what it was you were looking for.
  108. Roundtime: 6 sec.
  109. R>
  110. R> collect coin
  111.  
  112. You move slightly to the right, hoping to find a better foraging spot.
  113. You wander around and poke your fingers into a few places, wondering what you might find.
  114. Roundtime: 6 sec.
  115. R>
  116. R>
  117. The cell door opens, and an armored guard enters, pointing a finger at you. "Come along, Prydaen, it's time to face the judge."
  118. You are quickly escorted out, and the door closed behind you.
  119.  
  120. [Muspar'i, Justice Office]
  121. The only decoration in this bland chamber is a raised dais, on which sits a single chair. Used by the king's appointees to dole out justice, when they deign to make the trip to this room, the dais almost has the appearance of a throne. On the far side of the office, a ring of bars surrounds the area where the prisoners are kept, and a heavy iron-bound door leads to the front of the building.
  122. Obvious exits: none.
  123. The judge gazes down at you with stern eyes, "Versahja, you stand before this court accused of thievery. Though the evidence against you is considerable, final judgement has not yet been reached. How do you plead?"
  124. [PLEAD INNOCENT or PLEAD GUILTY]
  125.  
  126. IR> plead INNOCENT
  127. You raise your voice and firmly declare your intent to prove your innocence!
  128.  
  129. The judge nods solemnly, "You shall be given a chance to present your arguments in your defense, then."
  130.  
  131. Doing your best to muster the entirety of your eloquence, you argue the case that you should be found innocent of the crimes before you today. The judge listens intently, comparing what you say with notes upon his desk, and when you finish your summation, you can only hope that he was adequately moved.
  132.  
  133. After a long deliberation, the judge finally says, "Versahja, this court is not moved by your arguments, and finds you guilty of the charges brought against you. Your unwillingness to admit responsibility for your crimes shall weigh heavily upon you, Prydaen."
  134. After a weighty pause, the judge speaks, "Versahja, you have been found guilty of thievery in the City of Muspar'i. It is with a solemn hope that you will change your ways that I pronounce a fine upon you of 1 platinum, 8 gold, and 2 bronze. If you cannot pay immediately, your things will be held until you can repay the debt to society that you owe. Failure to come up with the money within twelve days shall result in a forfeiture of your possessions, and their intrinsic value removed from your debt."
  135.  
  136. The bailiff rifles through your coin purse briefly, until it is obvious you do not have the necessary cash. He tosses it back to you.
  137. The judge nods, "Return when you have paid your debts, your possessions will be in a sack marked with your name, Versahja."
  138. [You have ++72++ RL hours to pay off your debts at the local collection office, then retrieve your things. If you have not paid your debt at that point, your items will be forfeit, and some of their value put towards your debts.]
  139.  
  140. >
  141. > glance
  142. You glance down at your empty hands.
  143. > STAND
  144. You are already standing.
  145. >
  146. go iron-bound door
  147. >
  148. [Muspar'i, Justice Office]
  149. One side of this small stone building is occupied by a large pile of sacks. Periodically, guards in the red and black uniform of Muspar'i carelessly and haphazardly toss additional sacks, containing some hapless prisoner's belongings, onto the pile. Near a narrow door, painted to match the justice officials' uniforms, sits a lone wooden desk.
  150. You also see an iron-bound doorway and a long scroll.
  151. Obvious exits: none.
  152.  
  153. >
  154. go narrow door
  155. [Muspar'i, Shorka's Square]
  156. Shorka's statue presides over the comings and goings in this square, the city's bureaucrats beneath her gaze as they cross the mosaicked stretches between various government offices, as if in her service still. To the southeast, the North King's Passage meanders through the twisting curves of the city, leading away from the square.
  157. You also see the justice offices.
  158. Obvious paths: southeast, southwest, northwest.
  159.  
  160. southeast
  161. >
  162. You slink southeast.
  163.  
  164. [Muspar'i, North King's Passage]
  165. Crimson tiles pave the street that connects the palace and other government buildings in Shorka's Square to the northwest with the center of public life, S'zella's Square, to the southeast. The tiles are worn to a paler rose color around the edges by time and weather, and by the feet of travelers making their way through the city.
  166. Obvious paths: southwest, northwest.
  167.  
  168. > southwest
  169. You slink southwest.
  170.  
  171. [Muspar'i, Street of Metalsmiths]
  172. Throngs of well-dressed shoppers promenade the exclusive shopping district where North King's Passage, connecting Shorka's Square with the rest of the city, intersects the Street of Metalsmiths. Arranged in a geometric pattern that continues to the east and west, contrasting dark and light paving stones cover the ground. Crescent arches trimmed with narrow, inset bands of semi-precious stone open into creamy white buildings hung with clear, blown glass lanterns alight with tiny, glimmering flames.
  173. You also see a shadowed storefront and a jewelry shop.
  174. Obvious paths: northeast, east, southwest, west.
  175.  
  176. >
  177. east
  178. You slink east.
  179.  
  180. [Muspar'i, Street of Metalsmiths]
  181. Strung on silken cords between upright awning poles, clear blown glass globes hold twinkling flames that illuminate the patterned pavement. In the wavering shadows, potted plants form a fresh, green border outside ivory buildings ornamented with raised arabesque designs. Colorful mosaic tiles set in kaleidoscopic grids frame doors painted in various shades of blue that lead into the various buildings that line the street.
  182. You also see a Muspar'i constable, a Muspar'i constable, a purple-tiled weapon shop and a silversmith's shop.
  183. Obvious paths: east, west.
  184.  
  185. >
  186. east
  187. You slink east.
  188.  
  189. [Muspar'i, Street of Metalsmiths]
  190. The resonant clang of metal being hammered into shape rings through the air through the open doors of nearby shops. Blasts of heat from the forges roll out of the flat-roofed white buildings and rise in transparent shimmers to meet the night sky. Arranged in an extended geometric pattern, contrasting blocks of dark and light stone pave the ground.
  191. You also see a small shop and the Sun Forge.
  192. Obvious paths: east, south, west.
  193.  
  194. >
  195. east
  196. You slink east.
  197.  
  198. [Muspar'i, Street of Metalsmiths]
  199. Flickering flames in clear glass globes strung from the railings of rooftop terraces illuminate the eastern end of the Street of Metalsmiths. The sweet smell of blossoms perfumes the warm night air. Blue doors give ingress to the shops of bladesmiths and weaponsmiths who offer their wares in the graceful white buildings gleaming softly in the moonlight. From the southeast can be heard the gentle splashing of a fountain, nearly drowned out by the sound of clanging metal from the west.
  200. You also see a white building, an arched door leading into a small jewelry shop and a dark forge.
  201. Obvious paths: northeast, southeast, west.
  202.  
  203. >
  204. southeast
  205. You slink southeast.
  206.  
  207. [Muspar'i, Tuul Yamshuk Staho]
  208. A small plaza forms here at the elbow of the staho where two other streets feed into it, centering upon a rather extravagant fountain. Converging traffic from the multiple ways melds together in a colorful and very noisy dance as people try to find their way to their destination. The tall facade of the city bank rises behind a line of palms to a cobalt blue tile roof, dominating the north side of the plaza, broken only by its heavy wooden gate.
  209. You also see a Muspar'i constable.
  210. Obvious paths: northeast, southeast, west, northwest.
  211.  
  212. >
  213. go wooden gate
  214. [Old Lata'arna Keep, Courtyard]
  215. A set of iron lamps has been hung from tripods to illuminate the dark flagstones between the gate and the stair for those that might traverse the courtyard. Those that wander beyond the soft glow of the lamps have nothing more than the dim light that seeps down into the enclosure to show them the way across the bare stone.
  216. You also see a bucket of viscous gloop and a sturdy wooden gate.
  217. Obvious paths: none.
  218.  
  219. >
  220. [automapper]: climb stone stairs
  221. [Old Lata'arna Keep, Entryway]
  222. The tall main doors of the keep have been left open to allow the easy traffic of bank patrons to the wide stairs that lead down to the courtyard. Equally lofty windows flank the door with their aged iron shutters propped open, permitting a view of the flagstone courtyard and the passage of breezes rather than footsteps. Passageways lead both ways around the immutable stone core, drawing the visitor further into the old keep.
  223. You also see some wide stairs.
  224. Obvious exits: northeast, northwest.
  225.  
  226. >
  227. northeast
  228. You slink northeast.
  229.  
  230. [Old Lata'arna Keep, Passageway]
  231. Heavy, rough-cut wooden beams radiate out from the inner wall of the corridor overhead, matching the curves of the stone wall as the passage leads between the entrance and the deeper portions of the old keep. A few sconces hold torches to light the passage, but shadows still run freely through the dim hallway, and give the impression of movement at the edge of the senses.
  232. Obvious exits: southwest, northwest.
  233.  
  234. > northwest
  235.  
  236. You slink northwest.
  237.  
  238. [Old Lata'arna Keep, Lightwell]
  239. The weighty darkness of a looming shaft overhead blankets the room, broken by soft light slipping into the void from higher levels. Potted plants scattered through the area reveal their value by displaying a gorgeous set of night-blooming flowers that fill the air with their heady scents. The great shaft overhead shares the scent with the rest of the keep, distributing it on the gentle breeze that drifts up throughout the building.
  240. You also see some stairs.
  241. Obvious exits: southeast, southwest.
  242. [automapper]: climb stairs
  243.  
  244. >
  245. [Old Lata'arna Keep, Main Hall]
  246. The central hall of the keep stretches out with a floor of wide wooden planks, which has been mostly covered over with a colorful variety of finely woven rugs. A few well-crafted benches and tables have been scattered about the room. The curved stone walls have been plastered over with pale ivory stucco and hung with various bits of history's passing. Even in this age, it is still the center of traffic within the old building.
  247. You also see some stairs leading down.
  248. Obvious exits: north, east, south, west.
  249.  
  250. >
  251. west
  252. You slink west.
  253.  
  254. [Old Lata'arna Keep, Teller Windows]
  255. Whatever this area might have once been, it has long since converted to service the teller windows of the city's bank. A stout-looking stone wall has been put up and left unstuccoed to separate the tellers from any harm. All discussion on any transactions takes place through cast iron screens to ensure the security of the tellers and the bank's deposits.
  256. Obvious exits: east.
  257.  
  258. > wealth
  259.  
  260. Debt:
  261. You owe 1 platinum, 8 gold and 2 bronze Lirums to the Province of Therengia. (18020 copper Lirums)
  262.  
  263. Wealth:
  264. No Kronars.
  265. No Lirums.
  266. No Dokoras.
  267.  
  268. > withdraw 18020 copper
  269. The clerk tells you, "You don't have that much money in your account. I'm sorry, we are not lending money at this time."
  270. > east
  271. You slink east.
  272.  
  273. [Old Lata'arna Keep, Main Hall]
  274. The central hall of the keep stretches out with a floor of wide wooden planks, which has been mostly covered over with a colorful variety of finely woven rugs. A few well-crafted benches and tables have been scattered about the room. The curved stone walls have been plastered over with pale ivory stucco and hung with various bits of history's passing. Even in this age, it is still the center of traffic within the old building.
  275. You also see some stairs leading down.
  276. Obvious exits: north, east, south, west.
  277.  
  278. >
  279. west
  280. You slink west.
  281.  
  282. [Old Lata'arna Keep, Teller Windows]
  283. Whatever this area might have once been, it has long since converted to service the teller windows of the city's bank. A stout-looking stone wall has been put up and left unstuccoed to separate the tellers from any harm. All discussion on any transactions takes place through cast iron screens to ensure the security of the tellers and the bank's deposits.
  284. Obvious exits: east.
  285.  
  286. > [ubercombat]: withd 10 gold
  287. The clerk counts out 10 gold Lirums and hands them over, making a notation in her ledger.
  288. east
  289. An imposing S'Kra Mur in a red leather uniform approaches you, his tail angled sharply from the middle of his back toward the ground. "Versahja, our records indicate that you owe a sizeable debt to the Collection of Therengia, in the sum of 18020 Lirums. We need an immediate payment." He looks at you sternly, and to avoid any unpleasantness, you hand over your money. The S'Kra Mur counts it carefully, then says, "This payment reduces your debt to 8020 Lirums. Remember, debts must be repaid." He gives you a long measuring look, and moves off.
  290. >
  291. You slink east.
  292.  
  293. [Old Lata'arna Keep, Main Hall]
  294. The central hall of the keep stretches out with a floor of wide wooden planks, which has been mostly covered over with a colorful variety of finely woven rugs. A few well-crafted benches and tables have been scattered about the room. The curved stone walls have been plastered over with pale ivory stucco and hung with various bits of history's passing. Even in this age, it is still the center of traffic within the old building.
  295. You also see some stairs leading down.
  296. Obvious exits: north, east, south, west.
  297. [automapper]: climb stairs
  298.  
  299. >
  300. >
  301. >
  302. [Old Lata'arna Keep, Lightwell]
  303. The weighty darkness of a looming shaft overhead blankets the room, broken by soft light slipping into the void from higher levels. Potted plants scattered through the area reveal their value by displaying a gorgeous set of night-blooming flowers that fill the air with their heady scents. The great shaft overhead shares the scent with the rest of the keep, distributing it on the gentle breeze that drifts up throughout the building.
  304. You also see some stairs.
  305. Obvious exits: southeast, southwest.
  306.  
  307. >
  308. southeast
  309. You slink southeast.
  310.  
  311. [Old Lata'arna Keep, Passageway]
  312. Heavy, rough-cut wooden beams radiate out from the inner wall of the corridor overhead, matching the curves of the stone wall as the passage leads between the entrance and the deeper portions of the old keep. A few sconces hold torches to light the passage, but shadows still run freely through the dim hallway, and give the impression of movement at the edge of the senses.
  313. Obvious exits: southwest, northwest.
  314.  
  315. > southwest
  316. You slink southwest.
  317.  
  318. [Old Lata'arna Keep, Entryway]
  319. The tall main doors of the keep have been left open to allow the easy traffic of bank patrons to the wide stairs that lead down to the courtyard. Equally lofty windows flank the door with their aged iron shutters propped open, permitting a view of the flagstone courtyard and the passage of breezes rather than footsteps. Passageways lead both ways around the immutable stone core, drawing the visitor further into the old keep.
  320. You also see some wide stairs.
  321. Obvious exits: northeast, northwest.
  322.  
  323. >
  324. [automapper]: climb wide stairs
  325. [Old Lata'arna Keep, Courtyard]
  326. A set of iron lamps has been hung from tripods to illuminate the dark flagstones between the gate and the stair for those that might traverse the courtyard. Those that wander beyond the soft glow of the lamps have nothing more than the dim light that seeps down into the enclosure to show them the way across the bare stone.
  327. You also see a bucket of viscous gloop and a sturdy wooden gate.
  328. Obvious paths: none.
  329.  
  330. >
  331. go wooden gate
  332. [Muspar'i, Tuul Yamshuk Staho]
  333. A small plaza forms here at the elbow of the staho where two other streets feed into it, centering upon a rather extravagant fountain. Converging traffic from the multiple ways melds together in a colorful and very noisy dance as people try to find their way to their destination. The tall facade of the city bank rises behind a line of palms to a cobalt blue tile roof, dominating the north side of the plaza, broken only by its heavy wooden gate.
  334. You also see a Muspar'i constable.
  335. Obvious paths: northeast, southeast, west, northwest.
  336.  
  337. >
  338. northeast
  339. You slink northeast.
  340.  
  341. [Muspar'i, Street of Potters]
  342. The gentle sound of splashing water drifts in from the southwest, a melodic counterpoint to the hushed sounds of people drifting along the street. Small torches repose in earthenware holders, casting elongated shafts of light up the sides of whitewashed buildings and small shops decorated with glazed tile mosaics.
  343. You also see a small shop.
  344. Obvious paths: northeast, southwest, northwest.
  345. northeast
  346.  
  347. >
  348. You slink northeast.
  349.  
  350. [Muspar'i, Street of Potters]
  351. Tawny sandstone structures line the street, their rounded corners and irregular outlines vaguely resembling great cats huddled sleepily together against the chill desert night. Set into the facade of one small shop is a hexagonal window, giving glimpses of the wares within.
  352. Obvious paths: northeast, east, southwest.
  353.  
  354. >
  355. northeast
  356. You slink northeast.
  357.  
  358. [Muspar'i, Street of Potters]
  359. The buildings arch out over the street from both sides, obscuring the sky and blocking most of the ambient light. Barely visible within the darkness is a narrow doorway, set flush with the sandstone walls.
  360. You also see a tiny shop.
  361. Obvious paths: northeast, southwest.
  362.  
  363. >
  364. northeast
  365. You slink northeast.
  366.  
  367. [Muspar'i, Street of Potters]
  368. The street broadens slightly at a terminus of variegated sandstone structures accented with pieces of glazed tile and fronted by smoothly curving clay jugs spilling over with hardy green vines. Doors and arches punctuate the linked facades at intervals, giving passage into the various shops open for business in this quiet, drowsy part of the city.
  369. You also see a small shop.
  370. Obvious paths: east, southwest.
  371.  
  372. >
  373. east
  374. You run east.
  375.  
  376. [Muspar'i, Street of Craftsmen]
  377. Variegated sandstone tiles pave the broad street which is lined with colorful clay pots that overflow with vibrant desert lotus blossoms, their sweet scents wafting through the area. Several benches rest beneath the leafy fronds of the swaying palms, creating a comfortable spot to enjoy the shade in the desert heat. Craftsmen bustle to and from the ornate mosaic archway that leads to the north while several hawk their wares in the soft glow of the nearby torches.
  378. Obvious paths: east, west.
  379.  
  380. >
  381. go mosaic archway
  382. [Muspar'i, Crafter's Square]
  383. Beneath the torchlight of the broad square, a few artisans move through the area, their sacks laden with tools of their trade. Small shops with clay tiled roofs are tucked amid the uuryvhh trees along the perimeter, the most predominent being the large whitewashed building of Muspar'i's Alchemy Society. A wide cobbled path encircles a towering central statue, a trickling fountain at its base.
  384. You also see an ornate mosaic archway that leads to the streets of Muspar'i.
  385. Obvious paths: northeast, northwest.
  386.  
  387. >
  388. go alchemy society
  389. [Muspar'i Alchemy Society, Foyer]
  390. Vibrant silks drape the polished sandstone walls amid the many potted plants that decorate the broad foyer. Marbled tzgaa orbs hang overhead, highlighting a pair of thickly-padded benches that surround a low table at the center of the room.
  391. You also see a brightly painted door, a sturdy counter with a small placard on it and a clerk.
  392. Obvious exits: southeast, southwest.
  393.  
  394. >
  395. >
  396. >
  397. >
  398. >
  399. >
  400. >
  401. >
  402. >
  403. >
  404. >
  405. >
  406. >
  407. >
  408. >
  409. > You've gained a new rank in your practice as an outfitter.
  410. >
  411. >
  412. >
  413. >
  414. >
  415. >
  416. >
  417. A brief spike of raw sensation hits you, taking your breath away. The ritual pattern dampening your Empathy is coming undone.
  418. >
  419. >
  420. >
  421. >
  422. >
  423. Your legs are finally dry.
  424. >
  425. The Society Master whistles a quiet melody as he walks into the room.
  426.  
  427. >
  428. >
  429. >
  430. As the Absolution spell fails, you feel your connection to the world renew and sharpen once again.
  431. >
  432. >
  433. >
  434. >
  435. >
  436. >
  437. >
  438. >
  439. >
  440. >
  441. >
  442. > You've gained a new rank in your scholastic ability.
  443. >
  444. >
  445. >
  446. The Society Master looks around and then says, "Hey you. You look like you might be smart. Ask me about careers or hobbies, should you be interested in learning more about them."
  447. >
  448. >
  449. >
  450. >
  451. >
  452. >
  453. >
  454. >
  455. >
  456. >
  457. >
  458. >
  459. >
  460. >
  461. The Society Master pulls out a notepad and quill, then jots down some notes with a soft sigh.
  462. >
  463. >
  464. >
  465. >
  466. >
  467. >
  468. >
  469. >
  470. >
  471. >
  472. >
  473. >
  474. YOU HAVE BEEN IDLE TOO LONG. PLEASE RESPOND.
  475. > spell briefmsg off
  476. awake
  477. OK, you will now see the full spell messaging when you cast. This only works for certain spells.
  478. >
  479. But you are not sleeping!
  480. > [ubercombat]: open my rucksack
  481. What were you referring to?
  482. > [ubercombat]: open my yellow haversack
  483. What were you referring to?
  484. > [ubercombat]: open my watersilk bag
  485. What were you referring to?
  486. > [ubercombat]: open my doeskin satchel
  487. What were you referring to?
  488. > [ubercombat]: open my quiver
  489. What were you referring to?
  490. > [ubercombat]: inv weapon
  491. You aren't wearing anything like that.
  492. [Type INVENTORY HELP for more options]
  493. > store ammo quiver
  494. I could not find that container.
  495. > store boxes yellow haversack
  496. store gems rucksack
  497. I could not find that container.
  498. tap my ticket
  499. >
  500. I could not find that container.
  501. >
  502. I could not find what you were referring to.
  503. > count my lumpy bundle
  504. I could not find what you were referring to.
  505. > count my tight bundle
  506. I could not find what you were referring to.
  507. > exp 0
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