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- You are now accepting the benefits of your enhancive inventory items. Their enhancive charges will now degrade normally.
- [Dragonspine and Rolaren - 1837]
- Dragonspine Avenue is the main street of Kharam-Dzu. Most of the people you see are well-to-do dwarves, nattily dressed and apparently in a rush. The buildings all look new. Even the cobblestone streets are immaculately clean. A sturdy set of glaes-banded mithril doors leads into a low stone structure. The two guards outside clench their pikes tightly, peering closely at all who approach. You also see a bright brass sign.
- Obvious paths: north, east, south, west
- [Dragonspine and Ora - 1882]
- Preoccupied folk make their way along this wide and busy avenue. A crew of broom-wielding dwarves sweeps the street clean of rubbish, working quickly under their supervisor's glare. To the west is the Company Store, which draws a steady flow of traffic to and fro. You also see a wrought iron sign.
- Obvious paths: north, east, south, west
- [Dragonspine and Mithril - 1898]
- The flow of the crowd parts around a large hole in the middle of the road. A dwarven work crew stands around the hole, doing very little work. From the many shops and vendors' stalls along the street, you hear the cries of hawkers, the lamentations of hagglers and the occasional clink of a coin. You also see a wrought iron sign and a small stone building with a large wooden sign on it.
- Obvious paths: north, east, south
- [Mithril Street - 1899]
- Brays, bleats and whinnies from the large wooden structure before you identify it as the town stable. The familiarly sweet, earthy smell leaves no doubt. An old wooden cart is parked just outside. Both the drover and burros are dozing. You also see a breezy canvas tent.
- Obvious paths: east, west
- [Mithril and Dragonswing - 1901]
- The walls of the canyon tower over your head, reaching hundreds of feet toward the sky. The street does not stop at the rock, but continues right on inside. Dwarves bustle in and out of the tunnel. One fat old fellow, obviously fond of his ale, bellows out an old song. The crowd gives him a wide berth. You also see a gated marble arch.
- Obvious paths: east, west
- [Mithril Way - 1921]
- The tunnel is vast, perhaps fifty feet high. The dim green-yellow light emanates from barrel-sized glaes orbs which hang on the walls. Comfortable-looking stone homes line the street, all done in the same practical and sturdy style. You also see a grey marble door and a large gate.
- Obvious paths: northeast, west
- [Mithril and Dragonstail - 1927]
- This is a quiet neighborhood of large, well-built dwellings. Many of Kharam-Dzu's more prosperous dwarves call it home. Uniformed militia glance at you as they meander about on patrol, their footsteps echoing in the large cavern. A group of small children plays in the street.
- Obvious paths: north, southwest, west
- [Imflass and Dragonstail - 1948]
- Most of the homes here are shuttered, their doors and windows closed tight. Though most are sized for dwarves, a few of the homes are far larger, with doorways fit for a giant. You also see a single story stone building.
- Obvious paths: north, south, west
- You rub the orb of ether, causing the shadows to coalesce and enshroud you completely.
- [Imflass Street - 1947]
- The air in the tunnel is comfortably cool and clammy. The stout little stone homes lining the street are bathed in a dim yellow glow. Many folks are headed to or from a large wood and stone shop. Its wares are displayed in the windows, cuts of meat, potatoes and other hearty foodstuffs.
- Obvious paths: east, west
- [Imflass Street - 1946]
- The street is drilled into the canyon wall here. The dwarves wandering out of the tunnel blink and squint in the light. Some children are playing by some bushes planted just south of the road. They run about frantically, searching for something. You also see a tall gold-painted shop.
- Obvious paths: east, west
- [Imflass Street - 1945]
- The clangs, bangs and cursing from this construction site drown out the din from the rest of the town. You can't yet tell what the dwarves are building. For now, it's just a huge hole in the ground surrounded by big piles of rocks. One massive boulder is tied up with stout ropes, extending to a pulley on a beam erected overhead. Two dwarves stand on each side of the rock, yelling, stamping their feet, and waving sheafs of parchment over their heads.
- Obvious paths: east, west
- [Dragonspine and Imflass - 1944]
- Dragonspine broadens into a wide plaza, a bazaar paved with grey and white granite flagstones. The foot traffic, mostly preoccupied dwarves, mingles with ox carts, pack horses, and burros laden with goods. Vendors have set up wooden booths to peddle their assorted wares. You also see a wrought iron braced haon barrel.
- Obvious paths: north, east, south, west
- [Imflass and Dragonseye - 1943]
- It is peaceful here by the River Muagh. Small birds hop and skitter on the mud banks, their chirps blending with the bazaar's distant hum from the opposite shore. On the south side of the street is the burned-out shell of a small wood and stone building. It looks out of place, surrounded by verdant grass, flowers and trees on all sides. Few dwarves wander by here, and those that do seem strangely hushed. You also see an austere stone building and a rocky path.
- Obvious paths: north, east, south
- [Krodera and Dragonseye - 1933]
- A pleasant breeze rustles the modwir trees which line this cobblestone street. A magnificent establishment of pearl-grey granite inlaid with gold and crimson glaes dwarfs the other structures here. This is Bentock's Adventurers' Rest, a second home for travellers in search of fortune and fame. Just beyond the elegant structure, the River Muagh courses northward on its long journey to the sea.
- Obvious paths: north, east
- [Adventurers' Rest, Foyer - 1934]
- As the heavy doors close behind you, the bustle of the street fades away. Banners from the various Wehnimer's Landing Houses are mixed with other, unfamiliar banners hanging along the walls. You also see a long mistwood bench with some stuff on it and the front desk.
- Obvious exits: east, west, out
- [Adventurers' Rest, Bar - 12536]
- Gleaming mistwood stools are grouped against the long sturdy bar. The stools, and even sections of the bar itself, vary in height to accommodate everyone from giantman to halfling comfortably. You also see the barmaid Shorga and some swinging doors.
- Obvious exits: north, east
- [go2: travel time: 0:00:00]
- [go2: ETA: 0:00:00 (1 rooms to move through)]
- [Adventurers' Rest, Deck - 12537]
- The deck is bordered by neatly trimmed evergreen hedges, a miniature forest even in the midst of town. There are some chairs set in cozy groupings, and baskets of flowers swaying from the eaves of the Rest. Tall iron posts on either side of some swinging doors support simple lanterns. You also see the translucent Realk disk, the Donminimi disk, the Dondododo disk, the parrot-shaped Astrenoir disk, a small glowing vial, the Rouvers disk, a somber lavaflow spirit that is flying around, an orange-eyed ginger cat and an ivy-covered iron barrel.
- Also here: Realk, Richland, Grand Lord Donminimi who is sitting, Grand Lord Dondododo who is sitting, Astrenoir, Rouvers, Rusaler, Xaviane who is sitting
- Obvious paths: none
- [go2: travel time: 0:00:00]
- [sorter]>get #268181462
- You remove a scratched brass coffer from in your black knapsack.
- --- Lich: epop active.
- [epop]>prepare 704
- You begin drawing a faint, twisting symbol while softly intoning the words for Phase...
- Your spell is ready.
- [epop]>cast #268181462
- You gesture at a scratched brass coffer.
- The coffer becomes momentarily insubstantial and appears lighter.
- Cast Roundtime 3 Seconds.
- [epop]>drop #268207930
- Your brass coffer flickers in and out of existence for a moment but then stabilizes. It seems heavier.
- You think that you can safely drop a scratched brass coffer now that it is in a solid state again. Maybe you should try again.
- You are now in a defensive stance.
- [epop]>incant 404
- You gesture and invoke the powers of the elements for the Disarm Enhancement spell...
- Your spell is ready.
- You gesture.
- You become calm and focused.
- Cast Roundtime 3 Seconds.
- [ Disarm Enhancement: +0:02:10, 0:02:09 remaining. ]
- [epop]>incant 402
- You gesture and invoke the powers of the elements for the Presence spell...
- Your spell is ready.
- You gesture.
- You become aware of everyone near you...
- You do not detect anything hidden or invisible.
- You continue to feel much more aware of your surroundings.
- Cast Roundtime 3 Seconds.
- [ Presence: +0:05:00, 0:04:59 remaining. ]
- [epop]>prepare 416
- You gesture and invoke the powers of the elements for the Piercing Gaze spell...
- Your spell is ready.
- [epop]>cast #268181462
- You are now in a defensive stance.
- You gesture at a scratched brass coffer.
- You gaze at the coffer and see. . .
- A scratched brass coffer which contains:
- A star sapphire (in)
- Some silver coins (in)
- Cast Roundtime 3 Seconds.
- [epop]>prepare 416
- You gesture and invoke the powers of the elements for the Piercing Gaze spell...
- Your spell is ready.
- [epop]>cast #268181462
- You are now in a defensive stance.
- You gesture at a scratched brass coffer.
- You gaze at the coffer and see. . .
- A scratched brass coffer which contains:
- A star sapphire (in)
- Some silver coins (in)
- You detect that you have a very poor chance of magically unlocking it.
- Cast Roundtime 3 Seconds.
- [epop: No trap found, unlocking.]
- Cast Round Time in effect: Setting stance to guarded.
- Dondododo stands up.
- Dondododo removes a gold-studded ironwood runestaff from in his burlap pack.
- A shimmering aura surrounds Dondododo.
- Dondododo gestures while calling upon the lesser spirits for aid...
- Dondododo gestures.
- A wall of force surrounds Dondododo.
- Grand Lord Dondododo just went through some swinging doors.
- [epop]>prepare 407
- You gesture and invoke the powers of the elements for the Unlock spell...
- Your spell is ready.
- [epop]>cast #268181462
- You are now in a defensive stance.
- You gesture at a scratched brass coffer.
- The coffer vibrates slightly but nothing else happens.
- You feel that you have slightly corroded the lock on a scratched brass coffer.
- Cast Roundtime 3 Seconds.
- [epop: 1]
- [epop]>prepare 407
- You gesture and invoke the powers of the elements for the Unlock spell...
- Your spell is ready.
- [epop]>cast #268181462
- You are now in a defensive stance.
- You gesture at a scratched brass coffer.
- The coffer vibrates slightly but nothing else happens.
- You feel that you have slightly corroded the lock on a scratched brass coffer.
- Cast Roundtime 3 Seconds.
- [epop: 2]
- [epop]>prepare 407
- You gesture and invoke the powers of the elements for the Unlock spell...
- Your spell is ready.
- [epop]>cast #268181462
- You are now in a defensive stance.
- You gesture at a scratched brass coffer.
- The coffer vibrates slightly but nothing else happens.
- You feel that you have slightly corroded the lock on a scratched brass coffer.
- Cast Roundtime 3 Seconds.
- [epop: 3]
- Cast Round Time in effect: Setting stance to guarded.
- You are now in a defensive stance.
- [epop]>prepare 407
- You gesture and invoke the powers of the elements for the Unlock spell...
- Your spell is ready.
- [epop]>cast #268181462
- You gesture at a scratched brass coffer.
- The coffer vibrates slightly but nothing else happens.
- You feel that you have slightly corroded the lock on a scratched brass coffer.
- Cast Roundtime 3 Seconds.
- [epop: 4]
- [epop]>prepare 407
- You gesture and invoke the powers of the elements for the Unlock spell...
- Your spell is ready.
- [epop]>cast #268181462
- You are now in a defensive stance.
- You gesture at a scratched brass coffer.
- The coffer vibrates slightly but nothing else happens.
- You feel that you have slightly corroded the lock on a scratched brass coffer.
- Cast Roundtime 3 Seconds.
- [epop: 5]
- Cast Round Time in effect: Setting stance to guarded.
- [epop]>prepare 407
- You gesture and invoke the powers of the elements for the Unlock spell...
- Your spell is ready.
- [epop]>cast #268181462
- You are now in a defensive stance.
- You gesture at a scratched brass coffer.
- You hear a soft click from the coffer and it suddenly flies open.
- Cast Roundtime 3 Seconds.
- [epop: 6]
- --- Lich: epop has exited.
- [sorter]>open #268181462
- That is already open.
- [sorter]>get my coins
- You gather the remaining 3,903 coins from inside your brass coffer.
- Roundtime: 3 sec.
- You are now in a defensive stance.
- [sorter]>loot #268181462
- You search through a scratched brass coffer and remove one item of note which you promptly stow away.
- [sorter]>empty #268181462 in my knapsack
- You try to empty the contents of your coffer into your knapsack, but nothing comes out.
- [sorter]>look in #268181462
- There is nothing in the coffer.
- [sorter]>put #268181462 in #104691
- As you place a scratched brass coffer into an ivy-covered iron barrel you feel pleased with yourself at having cleaned up the surrounding area.
- [sorter]>get #268172594
- You remove a scratched haon box from in your black knapsack.
- --- Lich: epop active.
- [epop]>prepare 704
- You begin drawing a faint, twisting symbol while softly intoning the words for Phase...
- Your spell is ready.
- [epop]>cast #268172594
- You gesture at a scratched haon box.
- The box becomes momentarily insubstantial and appears lighter.
- Cast Roundtime 3 Seconds.
- [epop]>drop #268209815
- Your haon box flickers in and out of existence for a moment but then stabilizes. It seems heavier.
- You think that you can safely drop a scratched haon box now that it is in a solid state again. Maybe you should try again.
- The mirror images surrounding Rusaler undulate and grow stronger.
- Rusaler renews his songs.
- You are now in a defensive stance.
- [epop]>prepare 416
- You gesture and invoke the powers of the elements for the Piercing Gaze spell...
- Your spell is ready.
- [epop]>cast #268172594
- You gesture at a scratched haon box.
- You gaze at the box and see. . .
- A scratched haon box which contains:
- Some silver coins (in)
- You notice what appears to be a tiny vial placed just past the tumblers of the lock mechanism. It appears that any tampering with the lock mechanism will cause the tumblers to crush the vial.
- You detect that you have a very poor chance of magically disarming the haon box, and a very poor chance of magically unlocking the haon box.
- Cast Roundtime 3 Seconds.
- [epop: Acid vial trap, stopping.]
- --- Lich: epop has exited.
- [sorter]>open #268172594
- Cast Round Time in effect: Setting stance to guarded.
- It appears to be locked.
- [sorter]>look in #268172594
- That is closed.
- [sorter]>put #268172594 in my knapsack
- You put a scratched haon box in your black knapsack.
- [sorter]>put #268172594 in my jacket
- I could not find what you were referring to.
- [sorter]>put #268172594 in my lootbag
- I could not find what you were referring to.
- [sorter]>unhide
- [moving: MOVING]
- You are visible again.
- But you are not hidden!
- [sorter]>info
- You are no longer accepting the benefits of your enhancive inventory items. They will not lose enhancive charges until reactivated via the INVENTORY ENHANCIVE ON command.
- [sorter]>go door
- [Adventurers' Rest, Bar - 12536]
- Gleaming mistwood stools are grouped against the long sturdy bar. The stools, and even sections of the bar itself, vary in height to accommodate everyone from giantman to halfling comfortably. You also see the barmaid Shorga and some swinging doors.
- Obvious exits: north, east
- [sorter]>urchin guide bank
- You flag down a nearby urchin and indicate your desired destination.
- The urchin nods to you and rapidly guides you through a series of back alleys, side streets, and little-used shortcuts until you reach your destination in mere seconds.
- [The Bank of Kharam-Dzu - 1838]
- Surly dwarves grumble in line, clutching their coin-purses to their chests. Opposite the doors is a high, black steel counter. A spectacled dwarf is perched behind it, squinting at you from atop his tall chair. All around him, bald heads and flailing hands bob up and down frantically. The clinking of coins mixes with giggles of glee from the back. You also see a black glaes sign and a worn footstool.
- Obvious exits: south, out
- [go2: you're already here...]
- [sorter]>withdraw 10000 silver
- The teller looks a bit annoyed as he flips through his books and nods saying, "Very well, a withdrawal of 10,000 silvers." He makes a few marks in his book and continues, "New balance: 1,409,146 ."
- The teller hands you the coins which you quickly pocket.
- [sorter]>urchin guide locksmith
- You flag down a nearby urchin and indicate your desired destination.
- The urchin nods to you and rapidly guides you through a series of back alleys, side streets, and little-used shortcuts until you reach your destination in mere seconds.
- [Locks Picked & Lockpicks - 1881]
- Darkness seems to be the theme for this room as it has no lighting save for what washes in from the entrance. Before you is a short wooden counter with an odd-looking tree of keys resting on it, beneath which is a small note. A dusty wooden crate sits in a shadowed corner. Behind the counter, a slit-eyed halfling watches you with a practice-wary gaze. You also see the infamous Kniknak Sneakyfeet and a small wooden sign.
- Obvious exits: out
- [go2: you're already here...]
- [sorter]>get #268172594
- You are now in a defensive stance.
- [sorter]>get #268172594
- You remove a scratched haon box from in your black knapsack.
- [sorter]>pull keys
- You already have that.
- You pull the keys, and ask Kniknak if he can open your haon box.
- He looks over the haon box, frowns, and tells you, "Havin' some trouble, eh? Of course I could open this, but it'll cost ya. Gimme 2,570 silvers, and I'll have it open before you know it."
- [sorter]>pay
- The infamous Kniknak Sneakyfeet accepts your silvers.
- Having paid, you place a scratched haon box on the counter. Then, Kniknak turns his attention to the haon box and deftly disarms a small trap, and then picks the lock with ease. "There you go," he says matter-of-factly as he hands your box back to you.
- [sorter]>open #268172594
- You open a scratched haon box.
- [sorter]>get my coins
- You gather the remaining 1,731 coins from inside your haon box.
- Roundtime: 1 sec.
- [sorter]>loot #268172594
- There is no loot inside the haon box.
- [sorter]>empty #268172594 in my knapsack
- You try to empty the contents of your box into your knapsack, but nothing comes out.
- [sorter]>look in #268172594
- There is nothing in the box.
- [sorter]>drop #268172594
- You drop a scratched haon box.
- [sorter]>drop #268172594
- You are not holding that.
- [sorter]>urchin guide pawn
- You flag down a nearby urchin and indicate your desired destination.
- The urchin nods to you and rapidly guides you through a series of back alleys, side streets, and little-used shortcuts until you reach your destination in mere seconds.
- [Company Store, Pawnbroker - 1885]
- This pawnshop seems fairly prosperous and upscale. It is clean, though somewhat cluttered, and brightly lit. The counter is made of a local hardwood and is polished to a bright luster. Despite the obvious efforts to protect the counter top, a few scars tell of heavy usage. A small pile of weapons is neatly stacked to one side while one of the assistants busily records their receipt. You also see a simple door, a blue archway and a slightly charred wooden barrel.
- Obvious exits: none
- [go2: you're already here...]
- [sorter]>look in my knapsack
- In the black knapsack:
- Gems [1]: a star sapphire
- Total items: 1
- [sorter]>info
- [sorter]>urchin guide bank
- You flag down a nearby urchin and indicate your desired destination.
- The urchin nods to you and rapidly guides you through a series of back alleys, side streets, and little-used shortcuts until you reach your destination in mere seconds.
- [The Bank of Kharam-Dzu - 1838]
- Surly dwarves grumble in line, clutching their coin-purses to their chests. Opposite the doors is a high, black steel counter. A spectacled dwarf is perched behind it, squinting at you from atop his tall chair. All around him, bald heads and flailing hands bob up and down frantically. The clinking of coins mixes with giggles of glee from the back. You also see a black glaes sign and a worn footstool.
- Obvious exits: south, out
- [go2: you're already here...]
- [sorter]>deposit all
- You have no acceptable notes to deposit here.
- You hand your silvers over to the teller who nods as he makes a few notes in the books and says, "That's 14,117 silvers to your account for a total balance of 1,423,263 ." The teller nods his head in approval.
- [sorter]>look in my lootbag
- [sorter]>look in my knapsack
- [sorter: Loot sorted!]
- [sorter]>bounty
- In the wolf fur lootbag:
- Weapons [1]: a gleaming kakore runestaff
- Clothing [1]: a golden griffin pin
- Total items: 2
- In the black knapsack:
- Gems [1]: a star sapphire
- Total items: 1
- You are not currently assigned a task. You will be eligible for new task assignment in about 11 minutes.
- [sorter]>touch my gold pin
- A golden incandescence radiates from your golden griffin pin and surrounds you with a golden glow before honing in on some full leathers with golvern-threaded accents.
- [sorter]>ready weapon
- You remove an acid-pitted fireleaf runestaff from in your snake skin jacket.
- [sorter]>touch my gold pin
- A golden incandescence radiates from your golden griffin pin and surrounds you with a golden glow before honing in on some full leathers with golvern-threaded accents.
- [sorter]>put #267030038 in my jacket
- You put an acid-pitted fireleaf runestaff in your snake skin jacket.
- [sorter]>info
- [sorter]>urchin guide statue
- You flag down a nearby urchin and indicate your desired destination.
- The urchin nods to you and rapidly guides you through a series of back alleys, side streets, and little-used shortcuts until you reach your destination in mere seconds.
- [Dragonspine and Krodera - 1932]
- The street widens into a circular plaza several hundred feet across. Dwarves and giantmen lounge on stone benches by a massive granite fountain in the center. The burbling of the waters, the low mumblings of the dwarves and the booming laughter of the giants somehow blend together into a vibrant harmony. You also see the Krayjoink disk, the Ozzan disk, the clam-shaped Fesok disk, an ebon crowned eagle that is flying around, a lava tube, a wrought iron sign, a stone bin and an intricate glaes statue of comrades in arms.
- Also here: Dantax, Zulis who is sitting, Ryjex, Krayjoink, Grand Lord Medi, Dontal, Desorceri, Ozzan, Fesok, Rezjyan, Djinn, Keiyn, Kittelia, Daiyon who is lying down
- Obvious paths: north, east, south, west
- [go2: ETA: 0:00:03 (3 rooms to move through)]
- [Krodera and Dragonseye - 1933]
- A pleasant breeze rustles the modwir trees which line this cobblestone street. A magnificent establishment of pearl-grey granite inlaid with gold and crimson glaes dwarfs the other structures here. This is Bentock's Adventurers' Rest, a second home for travellers in search of fortune and fame. Just beyond the elegant structure, the River Muagh courses northward on its long journey to the sea.
- Obvious paths: north, east
- [Adventurers' Rest, Foyer - 1934]
- As the heavy doors close behind you, the bustle of the street fades away. Banners from the various Wehnimer's Landing Houses are mixed with other, unfamiliar banners hanging along the walls. You also see a long mistwood bench with some stuff on it and the front desk.
- Obvious exits: east, west, out
- [Adventurers' Rest, Bar - 12536]
- Gleaming mistwood stools are grouped against the long sturdy bar. The stools, and even sections of the bar itself, vary in height to accommodate everyone from giantman to halfling comfortably. You also see the barmaid Shorga and some swinging doors.
- Obvious exits: north, east
- [go2: travel time: 0:00:00]
- [go2: ETA: 0:00:00 (1 rooms to move through)]
- [Adventurers' Rest, Deck - 12537]
- The deck is bordered by neatly trimmed evergreen hedges, a miniature forest even in the midst of town. There are some chairs set in cozy groupings, and baskets of flowers swaying from the eaves of the Rest. Tall iron posts on either side of some swinging doors support simple lanterns. You also see the translucent Realk disk, the Donminimi disk, the parrot-shaped Astrenoir disk, a small glowing vial, the Rouvers disk, a somber lavaflow spirit that is flying around, an orange-eyed ginger cat and an ivy-covered iron barrel.
- Also here: Realk, Richland, Grand Lord Donminimi who is sitting, Astrenoir, Rouvers, Rusaler, Xaviane who is sitting
- Obvious paths: none
- [go2: travel time: 0:00:00]
- [sorter: Finished Home]
- [moving: REST]
- You gesture while calling upon the lesser spirits to aid you with the Spirit Warding I spell...
- Your spell is ready.
- You make a complex gesture, increasing the potency of your spell.
- A light blue glow surrounds you.
- Cast Roundtime 3 Seconds.
- You absorb 72 experience points.
- [ Spirit Warding I: +3:00:00, 3:57:46 remaining. ]
- You are now in a defensive stance.
- You gesture while calling upon the lesser spirits to aid you with the Spirit Barrier spell...
- Your spell is ready.
- You make a complex gesture, increasing the potency of your spell.
- The air thickens and begins to swirl around you.
- Cast Roundtime 3 Seconds.
- [help]-GSIV:Hurlbert: "looking for spell training advice for bolting cleric, thinking 67 67 and 121. would like to train best way for spells to 20"
- [ Spirit Barrier: +3:00:00, 3:57:43 remaining. ]
- You are now in a defensive stance.
- * The death cry of Frebble echoes in your mind!
- You rub the orb of ether, causing the shadows to coalesce and enshroud you completely.
- You gesture while calling upon the lesser spirits to aid you with the Spirit Defense spell...
- Your spell is ready.
- You make a complex gesture, increasing the potency of your spell.
- You suddenly feel more powerful.
- Cast Roundtime 3 Seconds.
- Cast Round Time in effect: Setting stance to guarded.
- [ Spirit Defense: +3:00:00, 3:57:39 remaining. ]
- You are now in a defensive stance.
- You gesture while calling upon the lesser spirits to aid you with the Disease Resistance spell...
- Your spell is ready.
- You make a complex gesture, increasing the potency of your spell.
- There is a dim flash around you.
- You feel a strengthening of your internal fortitude.
- Cast Roundtime 3 Seconds.
- [ Disease Resistance: +3:00:00, 3:57:34 remaining. ]
- You are now in a defensive stance.
- You gesture while calling upon the lesser spirits to aid you with the Poison Resistance spell...
- Your spell is ready.
- You make a complex gesture, increasing the potency of your spell.
- There is a dim flash around you.
- You feel a strengthening of your blood flow.
- Cast Roundtime 3 Seconds.
- [ Poison Resistance: +3:00:00, 3:57:31 remaining. ]
- You are now in a defensive stance.
- You gesture while calling upon the lesser spirits to aid you with the Spirit Warding II spell...
- Your spell is ready.
- You make a complex gesture, increasing the potency of your spell.
- A deep blue glow surrounds you.
- Cast Roundtime 3 Seconds.
- [ Spirit Warding II: +3:00:00, 3:57:27 remaining. ]
- Donminimi stands up.
- You are now in a defensive stance.
- You gesture while calling upon the lesser spirits to aid you with the Water Walking spell...
- Your spell is ready.
- You gesture.
- A misty halo surrounds you.
- Cast Roundtime 3 Seconds.
- [ Water Walking: +1:00:00, 1:57:25 remaining. ]
- Grand Lord Donminimi just went through some swinging doors.
- You are now in a defensive stance.
- You gesture while calling upon the lesser spirits to aid you with the Fasthr's Reward spell...
- Your spell is ready.
- You gesture.
- A dull golden nimbus surrounds you.
- Cast Roundtime 3 Seconds.
- [ Fasthr's Reward: +1:00:00, 1:57:22 remaining. ]
- You are now in a defensive stance.
- You gesture while calling upon the lesser spirits to aid you with the Lesser Shroud spell...
- Your spell is ready.
- You gesture.
- You suddenly feel a lot more powerful.
- You are surrounded by a white light.
- Cast Roundtime 3 Seconds.
- [ Lesser Shroud: +1:00:00, 1:57:19 remaining. ]
- Grand Lord Donminimi just came through some swinging doors.
- You are now in a defensive stance.
- Donminimi sits down.
- You feel the extra courage wane.
- * Severine's flame just burnt out in the Sea of Fire!
- You absorb 72 experience points.
- The focused look leaves you.
- [help]-GSIV:Arianiss: "What made you come up with those numbers? You want to be 2.5x trained?"
- Grand Lord Dondododo just came through some swinging doors.
- Dondododo put a gold-studded ironwood runestaff in his burlap pack.
- Grand Lord Dondododo just went through some swinging doors.
- Grand Lord Dondododo just came through some swinging doors.
- Grand Lord Dondododo just went through some swinging doors.
- Rouvers joins Richland's group.
- Grand Lord Dondododo just came through some swinging doors.
- Rusaler joins Richland's group.
- Dondododo sits down.
- Xaviane stands up.
- Donminimi stands up.
- Grand Lord Donminimi just went through some swinging doors.
- Xaviane joins Richland's group.
- Astrenoir just went through some swinging doors.
- You absorb 72 experience points.
- [TownCrier]-GSIV:Newsby: "[PREMIUM] On Tuesday January 21 at 5:30pm, Jebariah will be working on Four Winds transport jewelry at Gardenia Commons in Mist Harbor."
- Dondododo stands up.
- Grand Lord Dondododo just went through some swinging doors.
- Richland's group just went through some swinging doors.
- [LNet]-GSIV:Hurlbert: "thought you did +21 of base and then there usually is a stopping point for the others. those numbers would be at cap. but not sure best way to train spells early on"
- [help]-GSIV:Hurlbert: "thought you did +21 of base and then there usually is a stopping point for the others. those numbers would be at cap. but not sure best way to train spells early on"
- Realk just came through some swinging doors.
- Realk recites a series of mystical phrases while raising his hands...
- Realk gestures.
- Realk shudders violently for a moment, then resumes moving faster than you thought possible.
- [help]-GSIV:Lucktar: "what is good retribution spell to use for 712? I don't have 130, am hunting undeaded in citadel."
- Realk begins to breathe less deeply.
- Realk intones a phrase of elemental power while raising his hands...
- Realk gestures.
- Realk throws his arms skyward!
- A nearby goodwife screams, "Endangering public safety!".
- A low roar of quickly parting air can be heard
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