> tell ferris flair the rome You tell Ferris, "Flair the rome" > tell ferris flair the room You tell Ferris, "Flair the room" > xa Ferris, Xeraphena's Pimp. (perfect condition) Anyus, Lord of Dark Magic (perfect condition) Sin, the Whispering Blade (perfect condition) > Orar enters. kill meral You see no such thing to kill here. > kill meral You see no such thing to kill here. kill meral > You see no such thing to kill here. > Ferris begins chanting... Orar is bathed in luminescent sunlight! You are bathed in luminescent sunlight! Ferris is bathed in luminescent sunlight! Anyus is bathed in luminescent sunlight! The room glows with the sun's vibrant rays! Ferris smiles. kill meral You see no such thing to kill here. > hmm You hmm. > Anyus hrms. Orar leaves west. e Rising Sun Way The city of Astaria hustles and bustles all around you. The cobblestone streets are lined with merchant shops, cozy residences, and other places of interest. The sky is black and the stars shine down brightly. The sky is completely clear. A crescent moon hangs in the sky. Obvious exits are west and east. > w Intersection of Solaris Pass and Rising Sun Way The city of Astaria hustles and bustles all around you. The cobblestone streets are lined with merchant shops, cozy residences, and other places of interest. The sky is black and the stars shine down brightly. The sky is completely clear. A crescent moon hangs in the sky. Obvious exits are north, south, west and east. Ferris, Xeraphena's Pimp. Anyus, Lord of Dark Magic w > Rising Sun Way The city of Astaria hustles and bustles all around you. The cobblestone streets are lined with merchant shops, cozy residences, and other places of interest. The Temple of Artrimas is just north of here. The Astarian Amphitheater is just south of here. The sky is black and the stars shine down brightly. The sky is completely clear. A crescent moon hangs in the sky. The south door is open. The north door is open. Obvious exits are south, west, north and east. Sin, the Whispering Blade > w East Bridge You stand on a bridge spanning a deep moat that surrounds Starkeep. To your east lies Rising Sun Way and the East Gate of the city of Astaria. The sky is black and the stars shine down brightly. The sky is completely clear. A crescent moon hangs in the sky. The west door is open. Obvious exits are west and east. > w The East Arch You stand below the impressive East Arch of Starkeep. The walls are overlaid with imported marble from the east. The floors are inlaid with marble in a checkerboard design of alternating gold and whitw e squares. The marble tiles are polished to a high sheen. A sturdy oak door, banded with polished brass and hung on brass hinges protects the interior of the Keep from weather and from possible invasions. The ceiling is vaulted and there are windows over the east wall that flood the room with ambient light. The east door is open. Obvious exits are west, north, south and east. a Royal Guard of Astaria > Central Hallway - East The high ceilings and mahogany paneled walls afford the hall of an overall sense of opulence. The inlaid slate floors echo with each footstep. Obvious exits are north, south, west and east. Astarian Notifications Board [25 notes] > w Starkeep Grand Hall The beauty and splendor of Starkeep's Grand Hall is wondrous and amazing. The floor and walls are crafted of perfectly polished marble. Their luster is so great you can nearly see your reflection everywhere. The ceiling is far above you, and its curved dome creates an odd echoing effect on everything you say in here. The hall is a truly mind-boggling and breathtaking room to behold. The Adventurer's Guild is located through an archway eastward. New adventurers can go below and learn some of the basic elements of the Realm. There is a map of Starkeep etched on a gold plaque. Obvious exits are south, north, west, down and east. Mua the Acolyte a room key liquid radiance Amaterasu, the Acolyte of Rituals Guildmaster Jack, First Master of Psions Sirian [unconscious] Captain Orenthal of the Royal Guard > e Central Hallway - East The high ceilings and mahogany paneled walls afford the hall of an overall sense of opulence. The inlaid slate floors echo with each footstep. Obvious exits are north, south, west and east. Astarian Notifications Board [25 notes] e > The East Arch You stand below the impressive East Arch of Starkeep. The walls are overlaid with imported marble from the east. The floors are inlaid with marble in a checkerboard design of alternating gold and white squares. The marble tiles are polished to a high sheen. A sturdy oak door, banded with polished brass and hung on brass hinges protects the interior of the Keep from weather and from possible invasions. The ceiling is vaulted and there are windows over the east wall that flood the room with ambient light. The east door is open. Obvious exits are west, north, south and east. a Royal Guard of Astaria e > East Bridge You stand on a bridge spanning a deep moat that surrounds Starkeep. To your east lies Rising Sun Way and the East Gate of the city of Astaria. The sky is black and the stars shine down brightly. The sky is completely clear. A crescent moon hangs in the sky. The west door is open. Obvious exits are west and east. e > Rising Sun Way The city of Astaria hustles and bustles all around you. The cobblestone streets are lined with merchant shops, cozy residences, and other places of interest. The Temple of Artrimas is just north of here. The Astarian Amphitheater is just south of here. The sky is black and the stars shine down brightly. The sky is completely clear. A crescent moon hangs in the sky. The south door is open. The north door is open. Obvious exits are south, west, north and east. Sin, the Whispering Blade > e Intersection of Solaris Pass and Rising Sun Way The city of Astaria hustles and bustles all around you. The cobblestone streets are lined with merchant shops, cozy residences, and other places of interest. The sky is black and the stars shine down brightly. The sky is completely clear. A crescent moon hangs in the sky. Obvious exits are north, south, west and east. Ferris, Xeraphena's Pimp. Anyus, Lord of Dark Magic > Anyus peers around the room. 'where is he You say, "Where is he" > Anyus shrugs. kill meral You see no such thing to kill here. > kill meral You see no such thing to kill here. kill meral > You see no such thing to kill here. kill meral > You see no such thing to kill here. kill meral > You see no such thing to kill here. > Orar enters. 'i had him to bnb 3 times even with him eating You say, "I had him to bnb 3 times even with him eating" > i You are carrying 35 objects, total weight 1940 units. shish kewater dragon water dragon nuggets souffle of water dragon shish kewater dragon baked water dragon steak of water dragon baked water dragon shish kewater dragon steak of water dragon a turtle shell a turtle shell a bullfrog skin a bullfrog skin a bullfrog skin a bullfrog skin a scarlet potion a scarlet potion a scarlet potion a scarlet potion a scarlet potion Fangs of Ashura charcoal ring small sealed pot brass wand a pair of steel gauntlets (equipped) a pair of leather gloves (equipped) executioner's hood (equipped) a pair of woodland bracers (equipped) a pair of brass greaves (equipped) war slippers (equipped) onyx ring (equipped) wispy shroud (equipped) scarlet flowing robes (equipped) necromantic bone staff < Icy > (tempered) (wielded) Periapt of Faith (equipped) > <<<| Spreading the word, Saberwolf journeys into the Great Beyond |>>> l Intersection of Solaris Pass and Rising Sun Way The city of Astaria hustles and bustles all around you. The cobblestone streets are lined with merchant shops, cozy residences, and other places of interest. The sky is black and the stars shine down brightly. The sky is completely clear. A crescent moon hangs in the sky. Obvious exits are north, south, west and east. Meral the apprentice Rogue *Overlord* Orar master of Clan Requiem Ferris, Xeraphena's Pimp. Anyus, Lord of Dark Magic > kill meral You attack Meral. > Meral slashes at you with his longsword and strikes lightly. fatigue meral You pummel Meral and hit solidly. HP: [222/226], SP: [87/200], EP: [257/257] You grasp Meral and inflict him with great fatigue! > fatigue meral You grasp Meral and inflict him with great fatigue! > Meral attacks you with his longsword but misses you. You are too busy to make an attack! HP: [222/226], SP: [27/200], EP: [257/257] harm You begin focusing your harmful energies. > Meral dances to a tune he can't hear. Meral attacks you with his longsword but misses you. You beat Meral and hit lightly. HP: [222/226], SP: [17/200], EP: [257/257] Meral attacks you with his longsword but misses you. A few wounds open in Meral! You beat Meral and hit lightly. HP: [222/226], SP: [17/200], EP: [257/257] drink potion Your wounds miraculously disappear and your spirits begin to soar as you quaff the potion! > Meral slashes at you with his longsword and strikes lightly. You thump Meral and hit heavily. HP: [223/226], SP: [90/200], EP: [257/257] HP: [223/226], SP: [90/200], EP: [257/257] Meral attacks you with his longsword but misses you. [CLERIC] Mua: hey orar you busy You beat Meral and hit lightly. HP: [223/226], SP: [90/200], EP: [257/257] Orar holds his sides laughing. xa Meral the apprentice Rogue (bruised and beaten) *Overlord* Orar master of Clan Requiem (perfect condition) Ferris, Xeraphena's Pimp. (perfect condition) Anyus, Lord of Dark Magic (perfect condition) > Meral attacks you with his longsword but misses you. You pummel Meral and hit hard. HP: [223/226], SP: [90/200], EP: [257/257] xa Meral the apprentice Rogue (bruised and beaten) *Overlord* Orar master of Clan Requiem (perfect condition) Ferris, Xeraphena's Pimp. (perfect condition) Anyus, Lord of Dark Magic (perfect condition) > Meral slashes at you with his longsword and strikes weakly. You knock Meral and hit hard. HP: [222/226], SP: [90/200], EP: [257/257] harm You begin focusing your harmful energies. > Meral attacks you with his longsword but misses you. You pummel Meral and hit hard. HP: [222/226], SP: [80/200], EP: [257/257] Meral attacks you with his longsword but misses you. A few wounds open in Meral! harm Meral says, "Have fun in the pit" Ferris dances the waltz with Anyus. You begin focusing your harmful energies. > xa Meral the apprentice Rogue (gushing vital fluids) *Overlord* Orar master of Clan Requiem (perfect condition) Ferris, Xeraphena's Pimp. (perfect condition) Anyus, Lord of Dark Magic (perfect condition) > You beat Meral and hit solidly. HP: [222/226], SP: [70/200], EP: [257/257] A few wounds open in Meral! harm You begin focusing your harmful energies. > Bronwyn (Adventurer) takes deadly vengeance upon Meral (Adventurer)! Adventurer killed by an Adventurer! Meral has died. You have been thrown into the Pit of Despair for the crimes you have committed. In order for you to be released, you must get someone to post bail for you in the Warden's Office. Repent in leisure! The Warden of the Pit of Despair calls out: Citizens of Astaria, ye may cast your votes in the case of the Player Killer Bronwyn! For info on how to vote, type: help pitvote The combat is over. bury corpse evil bury corpse evil take all coins get skin get skin get shell get shell Your target is no longer around to be harmed. You see no 'corpse' to bury. > You see no 'corpse' to bury. > There are no coins here. > There is no such object here. > There is no such object here. > There is no such object here. > There is no such object here. > Jack tells you, "Badass" HP: [226/226], SP: [63/200], EP: [257/257] reply aye You tell Jack, "Aye" > Zaraphin tells you, "Rofl nice" Tourmal [astaria] nice. The ground shudders violently and a pillar of flame bursts forth from the earth as Ferris calls upon his Mistress Xeraphena to bring life back to Meral! guild pitvote out of course [CLERIC] Bronwyn: pitvote out of course > Jack tells you, "Who are you, anyway?" Meral [astaria] i got bored astaria rrright Bronwyn [astaria] rrright > [CLERIC] Amaterasu: That seems about fair Meral [astaria] so i lost holy shit 75k omfg [CLERIC] Orar: vote in [CLERIC] Orar: he had to pay [CLERIC] Orar: you should too Tourmal [astaria] vote out please. Orar [astaria] Vote in . Meral [astaria] vote in [CLERIC] Orar: Meral had to pay. Zaraphin [astaria] vote in guild orar stop [CLERIC] Bronwyn: orar stop > Meral [astaria] he's trying to turn this into a war Zaraphin [astaria] yeah Orar [astaria] Meral had to pay. So should he. Zaraphin [astaria] it's bullshit. astarioa i stated that i did not want this to turn to war Please try again! > astaria i stated that i did not want this to turn to war Bronwyn [astaria] i stated that i did not want this to turn to war > Meral [astaria] only way he got me was cause i geared down l The Pit of Despair A deep pit has been dug somewhere beneath StarKeep and it is used to punish those that do bad deeds in the Realm. The walls are steep and slippery and have been carved out of some sort of rock. There is a sign tacked to one of the walls. The flowing sewage here is up to your knees. The only obvious exit is up. > u It is dark and you cannot see a thing. u > It is dark and you cannot see a thing. > clight You murmur a few simple words and a glowing orb appears. > Meral [astaria] then why attack a thief? The Warden of the Pit of Despair calls out: By a vote of 10 to 8, Bronwyn is released from the Pit of Despair! You have been found innocent and are being released from jail. You are free to go. You have three minutes to leave the Pit of Despair. Best make haste ye worthless slime Bronwyn has been found innocent and has been released from jail. guild wheee [CLERIC] Bronwyn: wheee > l
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