Kaesken

Kidnap the Faragin

Dec 18th, 2024 (edited)
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  1. Faragin snaps to attention and hails Darkewolff with a crisp hand salute.
  2. >
  3. Phelim's Vengeance Faragin wanders out.
  4. >
  5. Darkewolff chuckles.
  6. >
  7. Water drips from Bastleemix's copper zills.
  8. > gr
  9. You grin.
  10. >
  11. Darkewolff says, "Gotta love that guy."
  12. >
  13. Water drips from your copper zills.
  14.  
  15. > say I don't know if I know 'em
  16. You say, "I don't know if I know 'em."
  17. >
  18. A nimbus of pure white light blossoms from a gold-chased scabbard with a silver lion buckle that Darkewolff is wearing, then fades away.
  19. >
  20. Darkewolff says to you, "Well, you might enjoy his comedic slights."
  21. >
  22. You feel fully attuned to the mana streams again.
  23. >
  24. Water drips from Raktaddomm's asini zills.
  25. >
  26. The vampire bat flits around your head, its wings an iridescent blur.
  27. > say any time I see 'em, he's quiet. Not sure how comical that can be
  28. >
  29. You say, "Any time I see 'em, he's quiet. Not sure how comical that can be."
  30. > pond
  31. You ponder.
  32. >
  33. The driving rain falls heavily on the surface of Bastleemix's copper zills.
  34. >
  35. The driving rain falls heavily on the surface of your copper zills.
  36. >
  37. You feel fully attuned to the mana streams again.
  38. >
  39. You feel fully attuned to the mana streams again.
  40. >
  41. Darkewolff says to you, "He will open up the more he gets to know you and your comfort level."
  42. >
  43. The driving rain falls heavily on the surface of Raktaddomm's asini zills.
  44. >
  45. You feel fully attuned to the mana streams again.
  46. >
  47. You feel fully attuned to the mana streams again.
  48. > say So what you're saying is... I need to go kidnap him and force him to get to know me better then he'll talk to me?
  49. You ask, "So what you're saying is... I need to go kidnap him and force him to get to know me better then he'll talk to me?"
  50.  
  51. > say if I'm gonna do this, he better be as funny as you claim
  52. You say, "If I'm gonna do this, he better be as funny as you claim."
  53. >
  54. Darkewolff says to you, "There might be a better approach."
  55. >
  56. You feel fully attuned to the mana streams again.
  57. >
  58. Darkewolff chuckles.
  59. > '}Darke better!? Hmm... but is it 'me'?
  60. You ask Darkewolff, "Better!? Hmm... but is it 'me'?"
  61. > pond
  62. >
  63. You ponder.
  64. >
  65. Water drips from Sothios's razaksel zills.
  66. >
  67. Darkewolff chuckles at you!
  68. > perc heal
  69. You close your eyes, drawing all your thoughts inward, and then slowly reach out to sense the life essences of those around you...
  70.  
  71. You sense:
  72. The presence of Sothios.
  73. The presence of Etleri.
  74. The presence of Darkewolff.
  75. The presence of Raktaddomm.
  76. The presence of Bastleemix.
  77. The presence of a domesticated gelapod.
  78. You sense (OUT, SE) from your current position:
  79. The presence of Faragin.
  80. The presence of Drokug.
  81. The presence of a young alchemist student.
  82. You sense (OUT, SW) from your current position:
  83. The presence of a street urchin.
  84. You sense (OUT, SW, W) from your current position:
  85. The presence of a town guard.
  86. You sense (OUT, S, S, S) from your current position:
  87. The presence of a town guard.
  88. The presence of a town guard.
  89. You sense (OUT, N, N, N, W) from your current position:
  90. The presence of a town guard.
  91. You sense (OUT, S, S, S, SE) from your current position:
  92. The presence of Nosanger. You also sense a secondary shadow about his life essence.
  93. You sense (OUT, SW, W, W, N) from your current position:
  94. The presence of a town guard.
  95. You sense (OUT, SW, W, W, S) from your current position:
  96. The presence of Forest Warden Hengwild.
  97. You sense (OUT, N, N, N, E, E) from your current position:
  98. The presence of an old blind beggar.
  99. You sense (OUT, N, N, N, E, S) from your current position:
  100. The presence of Morlock.
  101. You sense (OUT, N, N, N, W, W, W, S) from your current position:
  102. The presence of a town guard.
  103. You sense (OUT, S, S, E, E, N, E, E) from your current position:
  104. The presence of a wandering minstrel.
  105. You sense (OUT, N, N, N, W, W, N, N, N) from your current position:
  106. The presence of a shaggy mutt.
  107. You sense (OUT, S, S, E, E, N, E, E, S) from your current position:
  108. The presence of Zyros.
  109. You sense (OUT, N, N, N, W, W, N, N, N, N) from your current position:
  110. The presence of a grizzled old war veteran.
  111. The presence of a monk.
  112. You sense (OUT, N, N, N, E, E, N, E, N, N, W, N, N) from your current position:
  113. The presence of Reighven.
  114. You sense (OUT, S, S, S, SE, E, S, S, S, E, E, SE, NE) from your current position:
  115. The presence of a town guard.
  116. The presence of a town guard.
  117. You sense (OUT, N, N, N, E, E, N, E, N, N, W, N, N, N) from your current position:
  118. The presence of a paladin guard.
  119. Roundtime: 3 seconds
  120. R>
  121. You feel fully attuned to the mana streams again.
  122. >
  123. You feel fully attuned to the mana streams again.
  124. > say Oh, he's nearby. I'll put your idea in motion
  125. You say, "Oh, he's nearby. I'll put your idea in motion."
  126. > nod darke
  127. You nod to Darkewolff.
  128. > out
  129. You limp out.
  130. [The Crossing, Town Green North]
  131. 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.
  132. You also see a public listings board and the town green pond.
  133. Obvious paths: north, east, southeast, south, southwest, west.
  134. >
  135. Mapped exits: go weaponsmith's, go green pond
  136. se
  137. You limp southeast.
  138. [The Crossing, Town Green Southeast]
  139. This tranquil corner of the Green has a small bower of entwined modwyn vines, laden with tempting, grape-like clusters. A limestone bench and some sawed-off sections of trees that serve as rustic stools make up an open-air performance space, where bards, musicians and poets can demonstrate their talents.
  140. You also see a waste bin, a grass path leading behind the amphitheater, the Amphitheater gate, a gilded walkway, a strong and stately mature oak and a young alchemist student.
  141. Also here: Phelim's Vengeance Faragin who is attended by a viridian wildling spider and Fanatic Drokug.
  142. Obvious paths: north, west, northwest.
  143. >
  144. Mapped exits: go grass path, go amphitheater gate
  145.  
  146. Serrsi just arrived.
  147. >
  148. You feel fully attuned to the mana streams again.
  149. >
  150. Water drips from Faragin's platinum zills.
  151. >
  152. You feel fully attuned to the mana streams again.
  153. >
  154. Serrsi kneels down.
  155. >
  156. Serrsi stands up.
  157. >
  158. Serrsi kneels down.
  159. >
  160. Serrsi stands up.
  161. >
  162. Serrsi kneels down.
  163. >
  164. Serrsi stands up.
  165. > '}Farag I was informed in not so specific words to kidnap you to get to know you better because you're funny
  166. >
  167. You say to Faragin, "I was informed in not so specific words to kidnap you to get to know you better because you're funny."
  168. > hold farag
  169. You reach over and hold Faragin's hand.
  170. >
  171. Serrsi begins a quiet ballad on her copper zills with only the slightest hint of difficulty.
  172. >
  173. Serrsi goes west.
  174. > say so you've been kidnapped
  175. You say, "So you've been kidnapped."
  176. > lean dami
  177. >
  178. You fold your arms across your chest.
  179. > obs farag
  180. Faragin fidgets with his witchweft headband.
  181. >
  182. You observe Faragin with fascination.
  183. >
  184. The buckle on Faragin's leather thighband pulses with a soft light.
  185. >
  186. Faragin's otter snuffles about its holt and makes a mewling, squeaking noise as it hunts for something to eat.
  187. >
  188. You feel fully attuned to the mana streams again.
  189. > l
  190. [The Crossing, Town Green Southeast]
  191. This tranquil corner of the Green has a small bower of entwined modwyn vines, laden with tempting, grape-like clusters. A limestone bench and some sawed-off sections of trees that serve as rustic stools make up an open-air performance space, where bards, musicians and poets can demonstrate their talents.
  192. You also see a waste bin, a grass path leading behind the amphitheater, the Amphitheater gate, a gilded walkway, a strong and stately mature oak and a young alchemist student.
  193. Also here: Phelim's Vengeance Faragin who is attended by a viridian wildling spider and Fanatic Drokug.
  194. Obvious paths: north, west, northwest.
  195. >
  196. The driving rain falls heavily on the surface of Faragin's platinum zills.
  197. > nw
  198. You limp northwest, leading your group.
  199. [The Crossing, Town Green North]
  200. 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.
  201. You also see a public listings board and the town green pond.
  202. Also here: Phelim's Vengeance Faragin who is attended by a viridian wildling spider.
  203. Obvious paths: north, east, southeast, south, southwest, west.
  204. >
  205. Mapped exits: go weaponsmith's, go green pond
  206. go pond
  207. [The Crossing, Town Green Pond]
  208. You stand on the bank of a tiny pond in the middle of the square. Cool water laps against the soft, velvety silt that covers the shore, and in the distance you can hear the bustle of the town. Sitting in the middle of the pond is a massive gelapod, looking content and not the least bit aggressive.
  209. You also see some wooden benches, a simple wooden picnic table covered in gingham with several things on it, a domesticated gelapod and some junk.
  210. Also here: Sothios who is shrouded in shifting shadows, Etleri who is sitting, Field Medic Darkewolff, Raktaddomm who is sitting and Bastleemix.
  211. Obvious paths: out.
  212. Faragin followed.
  213. > '}Darke now what?
  214. You ask Darkewolff, "Now what?"
  215. > obs farag
  216. You observe Faragin with fascination.
  217. >
  218. Darkewolff says, "Well, you are not supposed to kidnap him."
  219. >
  220. You feel fully attuned to the mana streams again.
  221. >
  222. The driving rain falls heavily on the surface of Darkewolff's copper zills.
  223. >
  224. Darkewolff says, "You are supposed to get to know him."
  225. >
  226. You feel fully attuned to the mana streams again.
  227. > say fairly sure I heard you say kidnap him
  228. You say, "Fairly sure I heard you say kidnap him."
  229. >
  230. Faragin fidgets with his witchweft headband.
  231. >
  232. The buckle on Faragin's leather thighband pulses with a soft light.
  233. >
  234. Darkewolff chuckles at you!
  235. >
  236. A nimbus of pure white light blossoms from a gold-chased scabbard with a silver lion buckle that Darkewolff is wearing, then fades away.
  237. >
  238. Darkewolff says, "Not at all."
  239. >
  240. Darkewolff smiles.
  241. > say pfft, same thing
  242. You say, "Pfft, same thing."
  243. > lean dami
  244. >
  245. You fold your arms across your chest.
  246. >
  247. You feel fully attuned to the mana streams again.
  248. >
  249. You feel fully attuned to the mana streams again.
  250. > say maybe I can go put him back and he won't notice
  251. You say, "Maybe I can go put him back and he won't notice."
  252. > out
  253. You limp out, leading your group.
  254. [The Crossing, Town Green North]
  255. 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.
  256. You also see a public listings board and the town green pond.
  257. Also here: Phelim's Vengeance Faragin who is attended by a viridian wildling spider.
  258. Obvious paths: north, east, southeast, south, southwest, west.
  259. >
  260. Mapped exits: go weaponsmith's, go green pond
  261. se
  262. You limp southeast, leading your group.
  263. [The Crossing, Town Green Southeast]
  264. This tranquil corner of the Green has a small bower of entwined modwyn vines, laden with tempting, grape-like clusters. A limestone bench and some sawed-off sections of trees that serve as rustic stools make up an open-air performance space, where bards, musicians and poets can demonstrate their talents.
  265. You also see a waste bin, a grass path leading behind the amphitheater, the Amphitheater gate, a gilded walkway, a strong and stately mature oak and a young alchemist student.
  266. Also here: Phelim's Vengeance Faragin who is attended by a viridian wildling spider and Fanatic Drokug.
  267. Obvious paths: north, west, northwest.
  268. >
  269. Mapped exits: go grass path, go amphitheater gate
  270. disb
  271. Defaulting to GROUP disband. Type DISBAND HELP for more info.
  272. You disband Faragin.
  273. > nw
  274. >
  275. You limp northwest.
  276. [The Crossing, Town Green North]
  277. 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.
  278. You also see a public listings board and the town green pond.
  279. Obvious paths: north, east, southeast, south, southwest, west.
  280. >
  281. Mapped exits: go weaponsmith's, go green pond
  282. go pond
  283. [The Crossing, Town Green Pond]
  284. You stand on the bank of a tiny pond in the middle of the square. Cool water laps against the soft, velvety silt that covers the shore, and in the distance you can hear the bustle of the town. Sitting in the middle of the pond is a massive gelapod, looking content and not the least bit aggressive.
  285. You also see some wooden benches, a simple wooden picnic table covered in gingham with several things on it, a domesticated gelapod and some junk.
  286. Also here: Sothios who is shrouded in shifting shadows, Etleri who is sitting, Field Medic Darkewolff, Raktaddomm who is sitting and Bastleemix.
  287. Obvious paths: out.
  288. >
  289. Darkewolff chuckles.
  290. > clean dami
  291. You dust yourself off.
  292. >
  293. The vampire bat halts its energetic flight around your head to briefly hover in place before resuming its circular orbit.
  294. > say there. Like it never happened
  295. You say, "There. Like it never happened."
  296. > hum
  297. You hum to yourself.
  298. >
  299. Darkewolff chuckles.
  300.  
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