Seven Ravens- Gemstone IV Ravynsdeath Silverstorm

Ravynsdeath Silverstorm

Journal pages


Galoor Leaps
Galoor just went south. >
sit
You sit down.
s> Galoor just arrived.
s> Galoor just went northeast.
s>lie You lie down.
P>roll You roll around on the ground.
A war troll just arrived, limping in!
P>stand
You struggle, but fail to stand. Roundtime: 3 sec.
PR> Galoor leaps from hiding to attack! Galoor swings a razor-sharp black vultite hatchet at a war troll! AS: +216 vs DS: +58 with AvD: +29 + d100 roll: +94 = +281 ... and hits for 68 points of damage! Skull cracks in several places.
PR> A war troll's flesh wounds regenerate quickly. A war troll's right leg regenerates and looks fully healed. A war troll says, "R'strun 'mri 'vriri'rd sr'vrlar'." A war troll throws its head back and lets out a mighty war bellow! A war troll swings a war hammer at Galoor! AS: +170 vs DS: +172 with AvD: +26 + d100 roll: +25 = +49 A clean miss.

 

Galoor leaps
P>stand
P> You stand back up. Roundtime: 5 sec.
R> Galoor leaps from hiding to attack! Galoor swings a razor-sharp black vultite hatchet at a war troll! AS: +216 vs DS: +46 with AvD: +29 + d100 roll: +51 = +250 ... and hits for 46 points of damage! Right hand smashed into a pulpy mass.
R> A war troll's flesh wounds regenerate quickly. A war troll's right hand regenerates and looks much better. A war troll snarls menacingly as it advances! A war troll swings a war hammer at you! You parry the attack with your longsword!
> Galoor leaps from hiding to attack! Galoor swings a razor-sharp black vultite hatchet at a war troll! AS: +216 vs DS: +44 with AvD: +29 + d100 roll: +31 = +232 ... and hits for 61 points of damage! Whoosh! Several ribs driven into lungs. The war troll falls to the ground and dies.
>sit
You sit down.
s> Galoor skinned a war troll, yielding a troll heart.
s> Galoor searches a war troll. Galoor gathers the remaining coins. A war troll decays into compost.
s> Galoor slings a banded mithril-alloy shield over his shoulder.
s>clap
You applaud.
s> Galoor picks up a troll heart.
s> Galoor put a troll heart in his spidersilk satchel.
s> Galoor says, "Thankee."


The deadly but irresistible Scarab


[Wehnimer's, The Mews] This narrow lane runs north to south, shaded by the narrow, unadorned buildings that loom on both sides of the rough paving stones. The clatter of wagon wheels on cobbled streets and the jangling of iron-fitted harnesses echoes from the south, along with a scent of leather and livestock. You also see a blood red teardrop-etched scarab. Obvious paths: north, south
> [Wehnimer's, North Ring Rd.] North Ring Road intersects here with a cobbled street of modest dimensions that opens up to the south, where traffic becomes more dense along the lamplit routes to the main square. Towards the east, the guardtowers at the river gates can be seen in the distance, rising dark against the night sky. You also see a cobblestone path. Obvious paths: east, south, west
>S
[Wehnimer's, The Mews] This narrow lane runs north to south, shaded by the narrow, unadorned buildings that loom on both sides of the rough paving stones. The clatter of wagon wheels on cobbled streets and the jangling of iron-fitted harnesses echoes from the south, along with a scent of leather and livestock. You also see a blood red teardrop-etched scarab. Obvious paths: north, south
> Sleeve just arrived.
> Kaelwyth just arrived.
>get scarab Kaelwyth just went south.
> Sleeve just went north.
> A blood red teardrop-etched scarab suddenly darts forward and launches itself at you! A blood red teardrop-etched scarab clamps its tiny mandibles onto your right leg!
> You feel light-headed as a blood red teardrop-etched scarab draws the blood violently from your body!
S> You feel light-headed as a blood red teardrop-etched scarab draws the blood violently from your body!
S>S You are still stunned.
S>S You are still stunned.
S>S You are still stunned.
S>S You are still stunned.
S>S
> [Wehnimer's, The Mews] The large, barn-like structure that dominates the north side of the block is the city stable. Through a ground-floor window can be seen the rows of now-empty stalls in the dark interior. The pavement just outside is strewn with straw and debris that merits a careful step along this part of the road. To the west is the main square and its cobblestoned bazaar, where furious trading takes place on a daily basis. You also see a Wehnimer's runner. Obvious paths: north, east, west
> You feel light-headed as a blood red teardrop-etched scarab draws the blood violently from your body!
S>W You are still stunned.
S>W You are still stunned.
S>W You are still stunned.
S>W
[Wehnimer's, Valeria St.] Traffic to and from the hub of activity in the square to the west passes along the dark street here. Passers-by guard their valuables closely, glancing into shaded doorways and niches and wary of the press of the crowd. Two-story buildings of wood and stone line the north and south sides of the cobbled road. Obvious paths: east, west
> You feel light-headed as a blood red teardrop-etched scarab draws the blood violently from your body!
S>W You are still stunned.
S>W You are still stunned.
S>W You are still stunned.
S>W You are still stunned.
S>W You are still stunned.
S> You feel light-headed as a blood red teardrop-etched scarab draws the blood violently from your body!
S>W You are still stunned.
S>W You are still stunned.
S> A Wehnimer's runner just arrived on her way to deliver a message.
S>W You are still stunned.
S>W You are still stunned.
S>W You are still stunned.
S>W >W [Town Square, Northeast] The entrance to Tykel's Arms, its heavy door bounded by iron-barred windows, dominates this corner of the square. All manner of citizens pass by, moving among the solid, multistoried wooden buildings that surround the bazaar. Just to the southwest can be seen the tree-shaded heart of the square, where citizens and adventurers gather for socializing, healing and rest. You also see a claidhmore and a narrow alleyway. Obvious paths: east, south, southwest, west
> Jezzerem just arrived.
>W Jezzerem just went east.
> [Town Square, Northwest] This corner of the square is lively and hectic even at night. A number of representatives of the Landing's population, including several elven loggers and a party of rough-looking dwarves, loiter around the door of the Raging Thrak Inn, where the rowdy cheers of patrons and voices raised in songs of many sorts, from snatches of heroic ballads to blushingly bawdy tunes, beckon you to enter. You also see a golden eagle that is flying around. Obvious paths: north, east, southeast, south
> You feel light-headed as a blood red teardrop-etched scarab draws the blood violently from your body! You lose your extra internal fortitude. The deep blue glow leaves you. You notice your blood flow go back to normal. The light blue glow leaves you. It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you... You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor. ...departing in 10 mins...
DEAD> You are a ghost! You must wait until someone resurrects you, or you decay. Either way, it won't be long now! (HELP for more details).

DEAD> A blood red teardrop-etched scarab suddenly pulses a bright crimson and drops away from you!
DEAD> Quicker than the eye can follow, a blood red teardrop-etched scarab suddenly darts forward and lauches itself at Yorich! A blood red teardrop-etched scarab clamps its tiny mandibles onto Yorich's right hand!
DEAD> Yorich gasps in pain and shock as a blood red teardrop-etched scarab pulsates, drawing the blood from his body!
Yorich gasps in pain and shock as a blood red teardrop-etched scarab pulsates, drawing the blood from his body!
Yorich gasps in pain and shock as a blood red teardrop-etched scarab pulsates, drawing the blood from his body!
Yorich gasps in pain and shock as a blood red teardrop-etched scarab pulsates, drawing the blood from his body!
* Yorich drops dead at your feet! Yorich seems to lose some internal strength. Yorich seems to lose an aura of confidence. The light blue glow leaves Yorich. The brilliant luminescence fades from around Yorich. Yorich returns to normal color. The air about Yorich stops shimmering. The bright luminescence fades from around Yorich. Yorich seems to lose some dexterity. The silvery luminescence fades from around Yorich. The deep blue glow leaves Yorich. Yorich no longer appears to be listening intently.
A blood red teardrop-etched scarab suddenly pulses a bright crimson and drops away from Yorich!
A blood red teardrop-etched scarab chitters placidly, making no overtly threatening movements. DEAD>say evil scarab You confidently say, "Evil scarab."
Surtash hacks at a blood red teardrop-etched scarab but it has no effect.
A blood red teardrop-etched scarab chitters placidly, making no overtly threatening movements
.Loclan traces a sign that contorts in the air while he forcefully incants a dark invocation... DEAD> Loclan gestures at a blood red teardrop-etched scarab. CS: +161 - TD: +75 + CvA: +25 + d100: +6 == +117 Warding failed! A strong strike.
The teardrop-etched scarab collapses to one side, then flips completely over, legs flailing weakly at the air before it expires.
Loclan searches a blood red teardrop-etched scarab. A blood red teardrop-etched scarab crumbles into a fine powder which blows away.
Hevinsbane darkly asks, "Bug ded?"

 

 

 The day I almost lost my sword, and met an Angel!

The day an Angel came to save me

 

 

You swing a silver-hilt coraesine longsword at a dobrem! By amazing chance, the dobrem evades the attack! Roundtime: 5 sec. R

> A dobrem tries to bite you! AS: +211 vs DS: +126 with AvD: +24 + d100 roll: +32 = +141 ... and hits for 16 points of damage! Strike to left hand breaks a fingernail!

R>stance defensive You are now in a defensive stance.

> You trace a simple symbol as you reverently call on your patron in the prayer for Rejuvenation... Your spell is ready. You gesture. Granules of cobalt light coalesce around you and as they begin to seep into your exposed skin, you feel invigorated. Cast Roundtime 3 Seconds. (Forcing stance down to guarded)

> A dobrem lunges at you! A dobrem grabs your hand in his mouth and shakes his head back and forth viciously! ... 35 points of damage! Strike to wrist severs right hand! You are stunned for 4 rounds! Your coraesine longsword falls from your mangled hand! Roundtime: 5 sec. !

SR> A dobrem tries to bite you! AS: +211 vs DS: +139 with AvD: +24 + d100 roll: +99 = +195 ... and hits for 46 points of damage! Powerful slash just cracks your shield arm! The wavering glow around you fades away. Your bolstered defenses fade with the soft glow about you. The dully illuminated mantle protecting you begins to falter, then completely fades away. It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you... You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor. ...departing in 10 mins... You sense the powers guarding your corpse awakening. The dobrem barks in triumph! DEAD> The Ravynsdeath disk disintegrates, dropping everything on the ground. DEAD

> A flash of golden light slowly starts to spiral around a dobrem until it reaches a nauseating blur. The air begins to shudder and pull away from a dobrem! CS: +132 - TD: -20 + CvA: +25 + d100: +98 == +275 Warding failed! ... 25 points of damage! The golden blur pulls more air away from a dobrem! ... 20 points of damage! Blood vessels in leg burst!

DEAD> A dobrem curls his lips back and bares his teeth!

DEAD> A dobrem just went through a rusted gate.

DEAD> A dobrem just went through a rusted gate.

DEAD> A dobrem just came through a rusted gate.

DEAD> Suddenly you have the strangest feeling that you are being watched. The feeling fades as quickly as it came.

DEAD> A dobrem lopes southeast.

DEAD> A cloud of dense silvery fog suddenly appears. The fog quickly dissipates to reveal Llyral.

DEAD> Llyral raises a hand while murmuring a soft orison...

DEAD>` can you get my sword You say, "Can you get my sword."

DEAD> Llyral gestures at you. You feel a tingle on your soul, as if a powerful hand is gently cradling it. (Thy soul is bound to thy body for an extra 25 minutes and 30 seconds.)

DEAD> Llyral nods.

DEAD> As Llyral reaches for the coraesine longsword, barely-visible thorns of mist surrounding the longsword suddenly react -- each plunging themselves into her hand and spiraling tightly, flaying off her flesh! ... 30 points of damage! Rapped Llyral's knuckles hard! Right hand sounds broken. She is stunned! DEAD>` sooo sorry You say, "Sooo sorry."

DEAD>` its courasine You say, "Its courasine."

DEAD> Llyral says, "We will do it here."

DEAD> Llyral drops an iridescent watered silk cloak.

DEAD>`ok You say, "Ok."

DEAD> Llyral traces a sign while petitioning the spirits for cognition...

DEAD> Llyral gestures. A sense of peace and calm settles over the area.

DEAD> Llyral raises a hand while murmuring a soft orison...

DEAD>` im scared to loos the sword You say, "Im scared to loos the sword."

DEAD> Llyral gestures at you. Nothing happens.

DEAD> Llyral says, "Oh."

DEAD>`loose8 You say, "Loose8."

DEAD>`cant s[peak im so scared You say, "Cant s[peak im so scared."

DEAD> `hehe Please rephrase that command.

DEAD> Llyral says, "I just died myself.. we have to wait if you don't mind."

DEAD> Llyral says, "We will stay right here."

DEAD> Llyral smiles at you.

DEAD> Llyral kneels down and begins to meditate.

DEAD>`there is no way you can pick the sword up You say, "There is no way you can pick the sword up."

DEAD> The appearance of great calm leaves Llyral as she looks up and glances around. Llyral says, "No but you can."

DEAD>get longsword You are a ghost! You must wait until someone resurrects you, or you decay. Either way, it won't be long now! (HELP for more details).

DEAD>`how long before the janitors come You say, "How long before the janitors come."

DEAD> Llyral says, "I will get you up and you can hold it.. I just sancted."

DEAD> Llyral says, "Dont worry."

DEAD>` they got my 4x shield last time You say, "They got my 4x shield last time."

DEAD>` thanks it means a lot to me You say, "Thanks it means a lot to me."

DEAD> Llyral begins to meditate on her lot in life.

DEAD> The appearance of great calm leaves Llyral as she looks up and glances around. Llyral says, "I will try to hurry."

DEAD> Llyral begins to meditate on her lot in life.

DEAD> The last faint light flickers and dies within your glimaerstone earcuff.

DEAD> The appearance of great calm leaves Llyral as she looks up and glances around. Llyral says, "I don't think the janitor's will come in a sanctuary... I will report right away if they do. ."

DEAD> Llyral says, "We will NOT lose it."

DEAD> Llyral begins to meditate on her lot in life.

DEAD>` its scary i love that thing You say, "Its scary i love that thing."

DEAD>` thank you You say, "Thank you."

DEAD>look at Llyral Llyral is kneeling in quiet meditation. You see Llyral the Priestess. She appears to be a Half-Elf. She appears to be very young. She has jade green eyes and alabaster skin. She has long, deep silver hair with a white streak running through it. She has a coiled black dragon tattoo on her waist. She has a fractured and bleeding right hand. She has an old battle scar across her abdominal area, developed slurred speech, and old battle scars on her right arm. She is holding a vine-entwined deringo runestaff in her right hand. She is wearing a silken ribbon choker sprinkled with emerald leaves, a crystal amulet, a deeply hooded diamond-clasped mantle, a silver-laced green silk bodice, an emerald green pack, some double leather, a silver-bound leather wrist-sheath, and an emerald green skirt with a silver embroidered hem.

DEAD> The appearance of great calm leaves Llyral as she looks up and glances around. Llyral begins to meditate on her lot in life.

DEAD> A low chirping sound comes from within a painted rose cricket box.

DEAD> The appearance of great calm leaves Llyral as she looks up and glances around. Llyral asks, "How did you die?"

DEAD> Llyral begins to meditate on her lot in life.

DEAD>` doggie took my arm You say, "Doggie took my arm."

DEAD>`shook me like a rag doll You say, "Shook me like a rag doll."

DEAD> The appearance of great calm leaves Llyral as she looks up and glances around. Llyral says, "I am so sorry this is taking so long... I had to depart."

DEAD> Llyral says, "As usual."

DEAD>` i let my blood get down to much You say, "I let my blood get down to much."

DEAD> Llyral gazes up into the heavens.

DEAD> Llyral begins to meditate on her lot in life.

DEAD>` i was going to untill i saw my sword laying there You say, "I was going to untill i saw my sword laying there."

DEAD> The appearance of great calm leaves Llyral as she looks up and glances around. Llyral says, "Just hang on."

DEAD> Llyral asks, "How much spirit do you have, normally?"

DEAD> Llyral turns an inquisitive ear towards you.

DEAD>` 9 You say, "9."

DEAD> Llyral snaps her fingers.

DEAD> Llyral says, "This will take a while.. thank you for being patient."

DEAD>` thank you for helping You say, "Thank you for helping."

DEAD> Llyral says, "Or if you want to depart.. I will wait here with the sword."

DEAD>` i can do that You say, "I can do that."

DEAD>`ill be right back You say, "Ill be right back."

DEAD>depart Your soul has been magically bound to your corpse. You cannot yet leave.

DEAD>`opps kept You say, "Opps kept."

DEAD> Llyral says, "It just takes me a long time to recover to raise.. my spirit is only 4 now ."

DEAD> Llyral nods.

DEAD> Llyral gestures while calling upon the lesser spirits for aid...

DEAD> Llyral gestures at you. Nothing happens.

DEAD> Llyral says, "I will be here."

DEAD>depart Your soul has been magically bound to your corpse. You cannot yet leave.

DEAD> Llyral says, "Geeze."

DEAD> Llyral begins to meditate on her lot in life.

DEAD> The appearance of great calm leaves Llyral as she looks up and glances around. Llyral asks, "I wont to try something.. if ya don't mind.. they say I only need three spirit these days.. so I could try to raise ya now maybe.. ya want to try?"

DEAD>` ok You say, "Ok."

DEAD>`im game You say, "Im game."

DEAD> Llyral says, "If it doesnt work.. I die again."

DEAD> Llyral says, "But oh well."

DEAD> Llyral chuckles.

DEAD>` i dont want you to die You say, "I dont want you to die."

DEAD>` ill wait You say, "Ill wait."

DEAD>depart Your soul has been magically bound to your corpse. You cannot yet leave.

DEAD> Llyral says, "I do that a lot.. but I dont care so much.. I have died so much any way."

DEAD>` me too over four times in the last week You say, "Me too over four times in the last week."

DEAD> Llyral says, "I am going to try to see if it works.. they say it does I was just afraid to try it."

DEAD> Llyral removes a gold sheaf of grain symbol from in her diamond-clasped mantle.

DEAD>`k You say, "K."

DEAD> Llyral thrusts her sheaf of grain symbol high into the air, her gaze lifted as she beseeches her god for guidance.

DEAD> Llyral exclaims, "Please help us Imaera!"

DEAD> Llyral raises a hand while murmuring a soft orison...

DEAD> Llyral gestures at you. A silvery translucent thread extends from Llyral encompassing you. You sense the comfort of salvation, and an odd scent drifts past, but it is impossible to place its origin.

DEAD> A low chirping sound comes from within a painted rose cricket box.

DEAD> Llyral raises a hand while murmuring a soft orison...

DEAD> Llyral carefully hangs her sheaf of grain symbol around her neck, adjusting the pendant so that it hangs properly.

DEAD> Llyral gestures at you. Llyral suddenly looks very drained. You feel a sudden jolt of nothing short of the raw power of divine intervention. For some reason, you cannot bring yourself to move quite yet, but feel relieved nonetheless. You feel the touch of the hand leave your soul.

!SP>` nice You are still stunned.

!SP> You notice that a faint glow has manifested within your glimaerstone earcuff.

!SP> You recover enough strength to move again.

!P>` nice You say, "Nice."

!P> Llyral exclaims, "It worked!!!!!"

!P>get longsword As you reach for the longsword, the shroud of misty white thorns coalescing around it part -- allowing you to hold onto it safely. You need a free hand for that.

!P>wear shield You sling a black vultite target shield over your shoulder.

!P>get longsword As you reach for the longsword, the shroud of misty white thorns coalescing around it part -- allowing you to hold onto it safely. You pick up a silver-hilted swirled coraesine longsword swept with intricate feathery patterns.

!P> Llyral exclaims, "Yay!"

!P> Llyral smiles.

!P> You feel your energy level return to normal.

!P>` ohhh my that was scary You say, "Ohhh my that was scary."

!P> Llyral exclaims, "I lived!"

!P> Llyral laughs!

!P> Llyral sways side to side on her knees.

!P>hug ll

!P> You give Llyral a friendly hug.

!P>\sit Llyral hugs you, and you wrap her in a warm embrace.

!P> Please rephrase that command.

!P>` you are my heroe You say, "You are my heroe."

!P> Llyral stands up.

!P>stand You stand back up. Roundtime: 6 sec.

!R> Llyral chuckles.

!R> Llyral says, "Not really but I am so glad to see that.. that means I can raise with only three spirit."

!> Llyral exclaims, "That is WOnderful!"

!>`im going to ring back and go to the healer but you are so kind i will not forget You say, "Im going to ring back and go to the healer but you are so kind i will not forget."

!>bow l Llyral beams happily at you!

!> You bow to Llyral.

!> Llyral nods.

!> You need a free hand for that. You can't give something that you can't hold.

!> Llyral says, "Safe travels to you! ."

!>store weapon You put a silver-hilted swirled coraesine longsword swept with intricate feathery patterns in your amber back-sheaths. (Change your default item by selecting store list.)

!> Llyral smiles.

!> You remove a feathered dark azure shawl from in your raven-feathered haversack. You offer your dark azure shawl to Llyral, who has 30 seconds to accept the offer. Click CANCEL to prematurely cancel the offer.

!>bow You bow. !

> You sense the link to Llyral's soul slip peacefully away.

!> Llyral says, "Aww."

!>`please accept You say, "Please accept."

!> Llyral says, "That is so sweet.. but I don't take tips."

!> Llyral has accepted your offer and is now holding a feathered dark azure shawl.

!>` it's not a tip You say, "It's not a tip."

!> Llyral gazes in awe at a feathered dark azure shawl in her hand.

!>` it belongs in good hands You say, "It belongs in good hands."

!> Llyral says, "Thank you then."

!> Llyral says, "Oh."

!> You feel less drained.

!> Llyral says, "I have something for you."

!> Llyral puts a feathered dark azure shawl on her head.

!>`ill go now you take care and i hope to see you again Llyral smiles.

!> You say, "Ill go now you take care and i hope to see you again."

!> Llyral removes a smoky topaz from in her green pack.

!>`ok You say, "Ok."

!> Llyral offers you a smoky topaz. Click ACCEPT to accept the offer or DECLINE to decline it. The offer will expire in 30 seconds.

!>accept You accept Llyral's offer and are now holding a smoky topaz.

!> Llyral says, "Rub this when you go out to hunt."

!>`oh very nice thank you You say, "Oh very nice thank you."

!> Llyral says, "Tis lessor shroud and has one rub in it."

!>stow topaz You put a smoky topaz in your raven-feathered haversack.

!>` i love spells You say, "I love spells."

!> Llyral traces a sign while petitioning the spirits for cognition...

!> Llyral gestures at you. A dim aura surrounds you.

!> Llyral says, "I will be here."

!>` my mother was a healer and tought me some You say, "My mother was a healer and tought me some."

!>bow You bow.

!> Llyral says, "Just go get healed."

!>gig You giggle.

!>1 I don't understand what you typed.

 

!>rem g ring

>wear g ring

>turn g ring You slide a gold ring off your finger.

!> You slide the ring on your finger. Suddenly your surroundings shift...

 

 

A shop from heaven

Ohhh im in heaven........

 

 

[Ye Olde Sweete Shoppe] The odor of cooking chocolate hangs so heavily in the air that you can almost taste it. Voices carry from the kitchen in a constant exchange of instructions, comments, and quips. Occasionally, the swinging door leaps open as a white-aproned Halfling or Elf brings out a pan of fresh morsels to stock the displays. You also see the confectioner Holly Sweetleaf, a wooden sign and a peanut brittle castle.

Obvious exits: out

>look at castle Wielding peppermint maces, gumdrop Halflings defend the peanut brittle ramparts against an attacking horde of lime sourball Orcs brandishing black anise warblades. Catapults built of grape and cherry candysticks have already launched saltwater taffy at the defenders, and several unlucky Halfers are hopelessly entangled in taffy blobs.

>read sign -*************************- | | -* Ye Olde Sweete Shoppe *- | | -*************************

- | | | | Confectionary Delights | |

| | 1. A Chocolate Truffle |

| 2. A Chocolate Cherry-cordial |

| 3. An Elven Chocolate Bar |

| 4. A Tyrecean Cinnamon Bon-bon |

| 5. A Solid Chocolate Halfling |

| 6. A Hollow Chocolate Sorcerer |

| 7. A White Chocolate Empath |

| 8. A Maple and Pecan Cluster |

| 9. A Tyrecean Fried Almond | |

 

A really bad dog day

 

I lost a good shield today. I was thining the heard of rabid "dobies" out when one got a hold of my wrist. Try as I might I could not get back in time to recover my shield. Someone told me they tend to steal stuff....the thought of a dog with my shield is making me mad...and laugh at the same time..

 

 

A dobrem lunges at you! !

>stance offensive You are now in an offensive stance. You swing a silver-hilt coraesine longsword at a dobrem! By amazing chance, the dobrem evades the attack! Roundtime: 5 sec. This is the southwest corner of the manor house. The tall grass grows unfettered, rustling softly against the walls. The windows have long since been broken, and bits of glass sparkle in the grass. A short distance off you can see a ruined stable set behind the house. You also see a dobrem and a dobrem. Obvious paths: north, east

A dobrem lunges at you! A dobrem grabs your hand in his mouth and shakes his head back and forth viciously! ... 20 points of damage! Shot pierces a wrist!

You are stunned for 1 round! Your scorched aegis falls from your mangled hand!

Roundtime: 5 sec.

This is the southwest corner of the manor house. The tall grass grows unfettered, rustling softly against the walls. The windows have long since been broken, and bits of glass sparkle in the grass. A short distance off you can see a ruined stable set behind the house. You also see a flame scorched aegis, a dobrem and a dobrem. Obvious paths: north, east !SR

>stance defensive You are still stunned. !SR

>stance defensive You are still stunned. A dobrem claws at you! AS: +221 vs DS: +78 with AvD: +23 + d100 roll: +94 = +260 ... and hits for 41 points of damage! Strike pierces thigh! You are knocked to the ground! This is the southwest corner of the manor house. The tall grass grows unfettered, rustling softly against the walls. The windows have long since been broken, and bits of glass sparkle in the grass. A short distance off you can see a ruined stable set behind the house. You also see a flame scorched aegis, a dobrem and a dobrem. Obvious paths: north, east !SPR>stance defensive You are still stunned. !SPR

>stance defensive You are still stunned. This is the southwest corner of the manor house. The tall grass grows unfettered, rustling softly against the walls. The windows have long since been broken, and bits of glass sparkle in the grass. A short distance off you can see a ruined stable set behind the house. You also see a flame scorched aegis, a dobrem and a dobrem. Obvious paths: north, east

A dobrem claws at you! AS: +216 vs DS: +46 with AvD: +23 + d100 roll: +46 = +239 ... and hits for 38 points of damage! Hearty smack to the head. Your boosted confidence and fearlessness fade. The warmth surrounding you fades with the spiritual force that was surrounding your arms. You feel your abilities diminish as the energy provided by your patron fades from around you. The dully illuminated mantle protecting you begins to falter, then completely fades away. Your skin grows slightly numb for a moment as the warm glow fades from around you. Your bolstered defenses fade with the soft glow about you. You lose a bit of focus as the knowledge of future battles drifts from your mind. The wavering glow around you fades away. It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you... You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor. ...departing in 10 mins... You sense the powers guarding your corpse awakening. The dobrem barks in triumph!

 

 

Moving

Im temporarily moving to Sol haven. I need a broader base for work. There are many shops there I have never imagined like this crazy pet shop. Now I have a lizard and this cat that wont leave my side but it was crazy to think that someone went into the wild and gathered up all these flie's that glow just to put in little tubes. I bought one at the recommendation of the little boy in the shop but he forgot to tell me that it was not a complete environment like the lobster glasses. My fly was beautiful when I got him. I however found the next morning he was dead. So I went and they were kind enough to give me another fly which I promptly went out to the plaza and let him go....I kill enough during my work day don't want a pretty bright glowing bugs death on my hands. Im tempted to go back and let them all out. Would make for a great night sky, hehehe. This is what I saw when I got him and freed him.

..... The coral starfly inside your glass tube flits about unhappily, making a strange noise as it crashes into the tube's sides.
>turn tube You spin a translucent glass tube around quickly in the palm of your hand, causing it to glow brightly coral. >wave > You wave.
>wave my tube You wave a translucent glass tube around, drawing a coral pattern in the air.
>tap your foot > You tap your foot impatiently.
>open tube You pry open your glass tube and a glowing coral starfly comes flying out angrily. It hovers beside you for a moment, then quickly flits away. > I could not find what you were referring to. >stow tube You put a translucent glass tube in your raven-feathered haversack. >

 

 

 

Castle Darkstone

This place has one of the oldest histories in Elanthia. It was a place of evil when uses by two sorcerers' who shut them selves from the world here. I know very little right now only that to hunt there is good for my gem purse but bad for my soul. Strange happenings keep striping my spells off and odd things with evil eyes watch from the shadows.

..... The clouds overhead converge, and the strange spirit is engulfed in flame, leaving no trace but insane cackling that lingers for several moments afterward. Suddenly there is a faint tingling sensation that seems to course through your body, you feel as if the energy surrounding you is weakening slightly. The dully illuminated mantle protecting you begins to falter, then completely fades away.
.......All around you, the sound of bells pealing wildly assaults the quiet. Suddenly there is a faint tingling sensation that seems to course through your body, you feel as if the energy surrounding you is weakening slightly. The wavering glow around you fades away.

Its an odd way to get to the Castle but I have not found anyother way yet. I do like the pool it's calming.
A large stream, or perhaps a small river, has carved a deep, narrow gorge into the native sedimentary stone here. The walls of the gorge are almost vertical and provide no purchase. In places, the limestone walls turn to glassy marbleized outcrops, as though some intense heat or force had crystallized or fused the rock together. Such patches make it impossible to climb your way out. You also see the Ravynsdeath disk and a pool. Obvious paths: north A low chirping sound comes from within a painted rose cricket box. Dark flames arc toward the ground, their frightening, reddish-gold glow throbbing with unspeakable power! >go pool You are in a murky, cold pool of water. Although it does not seem very deep, your feet do not touch bottom. Beneath the surface, down about 7 feet or so, there appears to be a floor of solid rock. A flat, narrow ledge of granite forms the shore. You also see a dark gap. Feeling somewhat pleased with yourself, you execute a perfect swan dive and launch yourself into the pool. [Pool] You are in a murky, cold pool of water. Although it does not seem very deep, your feet do not touch bottom. Beneath the surface, down about 7 feet or so, there appears to be a floor of solid rock. A flat, narrow ledge of granite forms the shore. You are in a murky, cold pool of water. Although it does not seem very deep, your feet do not touch bottom. Beneath the surface, down about 7 feet or so, there appears to be a floor of solid rock. A flat, narrow ledge of granite forms the shore. You also see a dark gap. >down You take a deep breath and dive down below the water's surface. You really begin to hope you don't have to hold your breath for much longer. This is becoming tiresome. >kneel You kneel down. You are in a murky, cold pool of water. Although it does not seem very deep, your feet do not touch bottom. Beneath the surface, down about 7 feet or so, there appears to be a floor of solid rock. A flat, narrow ledge of granite forms the shore. You also see a dark gap. K>pry gap The gorge narrows here a bit, its sheer walls rising almost vertically from the stream's edges. Tiny ledges provide many footholds, but the damp walls and tremendous height make you wonder if climbing is safe. The path disappears into a blackened, glasslike cliff face that completely blocks the gorge to the southwest. Looking around, you find no easy way to pass in that direction, save for some serious climbing. Obvious paths: northeast You try to pry open the gap with your sword, leaning into the task with all your strength. [D100=66 Modified=158] You work the blade into the gap and with a final burst of strength, a natural fault in the rocky bottom gives way. A hude air bubble emerges from the crack, enveloping you and sucking you through with a sickening *WOOSH*. You hear the stone slip back into place behind you. After what seems like an eternity, you are spit out of a lava tub and on to dry, hopefully safe, land.
This is what I saw when I got there.-
[Castle Darkstone] You are standing before the main gate of a decrepit ruin of stone, which appears to have once been a great fortress. A moat filled with brackish water and foul smells surrounds the ruin, providing safeguard against intruders. You also see a wooden drawbridge. Obvious paths: west You are standing before the main gate of a decrepit ruin of stone, which appears to have once been a great fortress. A moat filled with brackish water and foul smells surrounds the ruin, providing safeguard against intruders. You also see a wooden drawbridge. Obvious paths: west >E You can't go there. >look at drawbridge From this angle, all you can see of the wooden drawbridge are the thick planks and logs on the underside, and a frayed length of rope dangling from one of the supports at the closest edge. >pull ro You try to pull the length of rope, but can't quite muster enough strength! Round time: 5 sec. R>pull ro The scent of ozone rains down from the sky in a thick wave of darkness that stings your eyes and leaves you gasping for breath. You manage to get a firm grip on a frayed length of rope and give it a good yank! A deep, rumbling creak vibrates through you, as a wooden drawbridge drops to the ground on this side of the moat. Round time: 5 sec. R>go drawbridge You peer up at the intimidating stone towers which flank the entrance to the castle, silently guarding the passage in. Inexplicably, a mound of hay has been piled up close to the wall here, in odd contrast to the gleaming white mein portcullis which towers overhead. You also see a wooden drawbridge and a heavy steel lever protruding from a slit in one wall. Obvious paths: none [Castle Darkstone] You peer up at the intimidating stone towers which flank the entrance to the castle, silently guarding the passage in. Inexplicably, a mound of hay has been piled up close to the wall here, in odd contrast to the gleaming white mein portcullis which towers overhead. You also see a wooden drawbridge and a heavy steel lever protruding from a slit in one wall. Obvious paths: none You peer up at the intimidating stone towers which flank the entrance to the castle, silently guarding the passage in. Inexplicably, a mound of hay has been piled up close to the wall here, in odd contrast to the gleaming white mein portcullis which towers overhead. You also see a wooden drawbridge and a heavy steel lever protruding from a slit in one wall. Obvious paths: none >pull leve Summoning all your strength, you manage to pull a heavy steel lever protruding from a slit in one wall back just enough to raise a wooden drawbridge. A deep, rumbling creak vibrates through you, as a wooden drawbridge lifts a few feet off the ground on the other side of the moat. With a loud screech, a gleaming white mein portcullis lurches upward! Round time: 5 sec. R>go portcullis This narrow passage between the gatetowers is flanked at either end by two great portcullises crafted from solid mein. Slits in the walls and holes in the ceiling provide defenders of the castle means to eliminate enemy forces trapped between the great gates. Deep red stains on the floors and walls attest to their efficiency. You also see a sparkling red mein portcullis and a gleaming white mein portcullis. Obvious exits: none [Castle Darkstone] This narrow passage between the gatetowers is flanked at either end by two great portcullises crafted from solid mein. Slits in the walls and holes in the ceiling provide defenders of the castle means to eliminate enemy forces trapped between the great gates. Deep red stains on the floors and walls attest to their efficiency. You also see a sparkling red mein portcullis and a gleaming white mein portcullis. Obvious exits: none This narrow passage between the gatetowers is flanked at either end by two great portcullises crafted from solid mein. Slits in the walls and holes in the ceiling provide defenders of the castle means to eliminate enemy forces trapped between the great gates. Deep red stains on the floors and walls attest to their efficiency. You also see a sparkling red mein portcullis and a gleaming white mein portcullis. Obvious exits: none >knee You kneel down. This narrow passage between the gatetowers is flanked at either end by two great portcullises crafted from solid mein. Slits in the walls and holes in the ceiling provide defenders of the castle means to eliminate enemy forces trapped between the great gates. Deep red stains on the floors and walls attest to their efficiency. You also see a sparkling red mein portcullis and a gleaming white mein portcullis. Obvious exits: none K>kiss red por This wide space lies between the inner and outer curtain walls and extends all the way around the castle. You stand just inside the portcullis which leads out of the castle through the gatehouse. Before you stands the massive inner curtain wall whose crumbling towers rise high above you. To the south of here is the inner curtain gatehouse. You also see a sparkling red mein portcullis. Obvious paths: north, south Though it makes you cringe, you lean forward to kiss the visage of Estrion emblazoned on the red mein portcullis. From all around you, the sound of insane laughter rings out, and a deep, haunting voice screams in glee! As your lips touch the red mein portcullis, a great pillar of flame engulfs you! Every fiber of your body feels as if it is being ripped apart for a moment. The pain abates and you open your eyes to see..... [Castle Darkstone, Outer Ward] This wide space lies between the inner and outer curtain walls and extends all the way around the castle. You stand just inside the portcullis which leads out of the castle through the gatehouse. Before you stands the massive inner curtain wall whose crumbling towers rise high above you. To the south of here is the inner curtain gatehouse. You also see a sparkling red mein portcullis. Obvious paths: north, south This wide space lies between the inner and outer curtain walls and extends all the way around the castle. You stand just inside the portcullis which leads out of the castle through the gatehouse. Before you stands the massive inner curtain wall whose crumbling towers rise high above you. To the south of here is the inner curtain gatehouse. You also see a sparkling red mein portcullis. Obvious paths: north, south K>stand You stand back up. This wide space lies between the inner and outer curtain walls and extends all the way around the castle. You stand just inside the portcullis which leads out of the castle through the gatehouse. Before you stands the massive inner curtain wall whose crumbling towers rise high above you. To the south of here is the inner curtain gatehouse. You also see a sparkling red mein portcullis. Obvious paths: north, south >S Two huge D-shaped towers here form a massive gatehouse which guards the entrance to the inner keep. The walls here are much heavier in their construction than the outer curtain, and much higher. To the north is the much smaller gatehouse.

The most common way to get close to where you want to go in the castle is the iron maiden. The maiden is just walk-to-able (made up a word, yeah) from golems. From the SW corner of the four rooms, go tower, then go stairway (it’s hidden under the carpet). Going in the maiden, searching, and turning the spike, will take you to one of five locations in the castle, depending on where the Jackal is set. The Jackal is located off the NW corner of the four golem rooms. Go tower, go stair, and you’ll be in the shrine of the jackal, Sheru’s shrine. On the slab is a crystal statue. Kneel, and touch the statue, and the smooth mein door will open. When you can move again, go through the door. You have to wail until it closes to set the jackal. Look at it, and you’ll see five symbols, four elemental, and spirit. Pushing and pulling the jackal will change the setting. ‘Earth’ is the setting for sentinels.. ‘Spirit’ goes to the roa’ter tunnels underneath banshees; deepest part of the castle, I believe.. ‘Air’ goes to the northwest corner of the second floor, between the space to golems/banshees, and the trapdoor to kiramon (1st floor) ‘Fire’ goes to the southwestern area of the first floor [marked (Aether) on Zepath’s maps for reasons unknown to me] ‘Water’ goes to slightly north of the middle of the eastern edge of the second floor, near the monolith on that level [marked (Nether) on Zepath’s map] After Estrion and Siarl inadvertently created the mana storm that hovers over and around Darkstone, they had to create a way to get around within their own castle, since their teleportation spells no longer worked reliably. That’s where the spheres and monoliths came into being. There are 9 different types of spheres (10, if you count the smooth glass ones that are essentially ‘blanks’ for the others). Each has a color (white, grey, or black) and a texture (rough, smooth, or polished). To create a sphere, go to the hall north of golems. Put a mein shard in the void at the west end of the hall, and after the void collapses, get a glass sphere out. Put the sphere in one of the fountains, top, middle, or bottom. They create white, grey, and black spheres, respectively. Each time the fountain bubbles, the sphere has gone through one ‘cycle’. They first become rough colored spheres, then smooth, then polished. Rough white spheres are the most useful, as they are a means of fogging an entire group to north of the pool, outside the castle. The monoliths are where you use the spheres. There are at least three or so, scattered about the castle. One is off the southeast corner of golems (go stairs), one is in the northwest corner of the second floor (more golems and banshees) through a trapdoor, and one is in the middle of sentinels, through an opening. Seems like there could be more, but that’s all I can think of. To use the spheres in the monoliths, place the sphere in an indentation. White goes in top indent, grey in middle, and black in bottom, like the fountains they came out of. To activate it, tap a tube. White spheres are activated by the short tube, grey by wide tube, and black by long tube. If an entire group is fogging, be sure you have the hands of any deaders (like WoR), and the leader of the group must be the one to tap the tube. Note: only the monolith on the ground floor off golems (I think of it as #1), will take you outside. Using any sphere at the others will take you to that monolith, #1, so you will essentially need two spheres to leave the castle fully from the lower levels. That’s all the relatively important things I can think of, right off. :) Sphere key: Rough White - Pool, outside Grey - Southern end of Level 2, room with oak door, door, and W exits.. Black - Sentinels, 2 south from the monolith. W, N, SE exits.. Smooth White - Far east end of Kiramon, only exit is Up Grey - Northwestern corner of Level 2, by space to Kiramon; exits are S, E, and .. Black - Northeastern corner of roa’ter tunnels under dungeon. Exits are W, Up.. Polished White - NW corner of four golem rooms in Inner Keep on ground level, just outside hall from the void and fountains. Pointless? I think so.. Grey - Middle of Level 2, room with statue. Only exit is arch.. Black - Outer Chamber, between sentinels and troll kings. Quite handy..  

 

 

 

This document maintained by sevenravens@sbcglobal.net
Material Copyright © 2009 C
M Klingler