Juspera's Good Ole GS4 Page / History


The puppy puzzle


"Don't tell me I have to link souls with it."



This doesn't have a coherent story to it or a ton of humor, but it is a good example of the type of problem-solving we had to do in order to get every team member to finish each puzzle.


The curator pauses for a second before saying, "ANSWER me this easy question with one word.  Who founded The Order of Voln's first monastery?"  The curator then smirks at you, waiting for your answer.

>think WHY do I keep getting this!
You project your thoughts out to all of your teammates...

>think Who founded Voln?
You project your thoughts out to all of your teammates...

>answer Fas'thr
The curator blinks at you in suprise before saying, "You are correct.  Perhaps you are the type of clientele that would appreciate our museum.  I certainly wouldn't have guessed it by the frog skin pouch you are wearing, but you may enter now."

The curator steps to the side of the door, allowing you to pass.
[Class and Culture, Foyer]
Plush, pale blue carpeting covers the floor of the foyer, muffling the sound of footsteps and voices.  A tall, polished silver stand in the center of the room holds a neatly lettered sign.  Nine narrow hallways lead from this room, one to the modwir doors of the exit, and the remaining eight in different directions.
Also here: Anteb, Setzier, Armaxis
Obvious exits: north, south, east, west, northeast, northwest, southeast, southwest

Setzier says, "We'll get you the blue key from the gnome again"

Setzier reaches out and holds Armaxis's hand.

You say, "I was correct."

Setzier clasps your hand tenderly.

Setzier says, "I want the gold key"

Setzier clasps your hand tenderly.

Setzier's group just went east.
[Class and Culture, Gold Room]
Golden trim decorates the white marble walls that enclose a plushly carpeted floor.  Closest to the hallway stands a gilt-edged modwir table and a bright silken tapestry adorns one wall.  Facing the tapestry from the opposite wall is an etched glass display case that hangs above a heavy gold stand holding a thick volume.  A large gold-inlaid door completes the room.
Also here: Armaxis, Setzier
Obvious exits: west

You say, "You're crazy Setzier."

Setzier nods to you.

Anteb just arrived.

Setzier reaches out and holds Anteb's hand.

Setzier begins drawing a faint, twisting symbol as he utters an arcane invocation in hushed tones...

You ask, "How do we get the key off the gnome?"

Setzier gestures.
Casually Setzier pushes his finger into his eye socket.  After a moment to get proper leverage, he pops the eyeball from his skull, sending it tumbling in your direction.  Suddenly a couple of small batlike wings pop from its bloody sides and it begins to hover just out of reach, looking about.

The floating eye zips into the opening of the lock.  Setzier seems to concentrate for a moment before announcing that he notices a hidden latching mechanism deep in the door lock.  You ponder if you could use this  information advantageously.  The eye then returns next to P0.

You whisper, "That's not buggy at all." to your group.

You say, "Aha."

As you settle into the difficult task of picking the lock, you realize that this lock is far more complex than any you have encountered.  It would be impossible to pick this, unless you could see the inner mechanisms of the lock in more detail.

The floating eye moves over to Setzier for a few moments.

You stare at nothing in particular.

Setzier blinks at you.

Setzier whispers to the group, "How did you get it to work?"

You whisper, "As you settle into the difficult task of picking the lock, you realize that this lock is far more complex than any you have encountered.  It would be impossible to pick this, unless you could see the inner mechanisms of the lock in more detail." to your group.

Setzier peers quizzically at Armaxis.

You say, "Armaxis is better than you."

Armaxis whispers to the group, "She should be able to pick it now."

Setzier says, "You try."

Setzier nods to Armaxis.

Armaxis stares off into space.

Armaxis whispers to the group, "I did it without anyone here."

You stub your toe trying to kick the door!

Setzier rubs his chin thoughtfully.

Armaxis leaves Setzier's group.

Setzier whispers to the group, "Weird."

Setzier's group just went west.
[Class and Culture, Foyer]
Plush, pale blue carpeting covers the floor of the foyer, muffling the sound of footsteps and voices.  A tall, polished silver stand in the center of the room holds a neatly lettered sign.  Nine narrow hallways lead from this room, one to the modwir doors of the exit, and the remaining eight in different directions.
Also here: Anteb, Setzier
Obvious exits: north, south, east, west, northeast, northwest, southeast, southwest

You whisper, "When Armaxis did it I didn't get the "you think you could use this knowledge" message." to your group.

You whisper, "But i could open it." to your group.

Setzier yells, "Ready?"

You whisper, "With you, I did get the knowledge, and I can't open it." to your group.

Anteb nods.

You point at a team pin.

You glance at Setzier.

Setzier whispers to the group, "So friggin buggy"

Anteb says, "Go back"

You say, "He says go back."

Setzier's group just went east.
[Class and Culture, Gold Room]
Golden trim decorates the white marble walls that enclose a plushly carpeted floor.  Closest to the hallway stands a gilt-edged modwir table and a bright silken tapestry adorns one wall.  Facing the tapestry from the opposite wall is an etched glass display case that hangs above a heavy gold stand holding a thick volume.  A large gold-inlaid door completes the room.  You also see a floating eye that is flying around.
Also here: Anteb, Setzier, Armaxis
Obvious exits: west

Armaxis says, "Try now."

Armed with the additional knowledge you didn't have before, you work on the lock with skill and speed.  After a few minutes, the door unlocks with a loud *CLICK*.

You stare at nothing in particular.

Armaxis stares off into space.

Armaxis just opened a large gold-inlaid door.

Anteb says, "Hm"

Setzier asks, "What, no gold key?"

Armaxis joins Setzier's group.

Setzier whispers to the group, "Ripoff!"

Setzier's group just went west.
[Class and Culture, Foyer]
Plush, pale blue carpeting covers the floor of the foyer, muffling the sound of footsteps and voices.  A tall, polished silver stand in the center of the room holds a neatly lettered sign.  Nine narrow hallways lead from this room, one to the modwir doors of the exit, and the remaining eight in different directions.
Also here: Anteb, Armaxis, Setzier
Obvious exits: north, south, east, west, northeast, northwest, southeast, southwest

Setzier's group just went northwest.
[Class and Culture, Blue Room]
Several maoral podiums line the powder blue walls of this room, each one supporting a heavy tome.  The books hold all manner of arcane knowledge from volumes of magical spells to texts describing the magical properties of various herbs.  Incongruously, the walls are adorned with paintings of rogues, some picking the locks on doors and treasure chests while others are engaged in picking the pockets of unsuspecting marks.  At the far end of the room is a black fel door inset with sapphires.  You also see a shifty eyed gnome that is lying down.
Also here: Anteb, Armaxis, Setzier
Obvious exits: southeast

Setzier asks the gnome something.
The shifty eyed gnome says loudly, "Yep!  I found this here key just laying next to the door.  I suppose you want it, too.  Well, too bad!  It's mine!"

The gnome then tucks the key away in his vest.

Setzier removes a yellowed scroll from in his leather bag.

You laugh out loud!

Setzier raises his yellowed scroll and gestures.
Sparks begin to fly between the yellowed scroll and Setzier's fingers.
With a sudden burst of enthusiasm, the sparks jump into Setzier's hand and he seems to glow with power.

You slip your hand inside the gnomes vest and just barely touch the key inside before the gnome notices and jumps back facing you!

The gnome says, "I don't think so!  Keep your grubby hands off of my stuff!"

Setzier gestures at a shifty eyed gnome.
  CS: +390 - TD: +33 + CvA: +25 + d100: +41 == +423
  Warding failed!
A shifty eyed gnome suddenly slows all movements.

Setzier points at a shifty eyed gnome.

Setzier says, "Steal."

You slip your hand inside the gnomes vest and snatch the key from inside!  The gnome then blinks, pats his vest, and scowls heavily at you.

The gnome says, "Fine!  I didn't want that dumb key anyways!  It fits you in this snobby place!"

You snicker.

Setzier points at Anteb.

Setzier says, "He wanted."

You say, "I have a key."

Armaxis says, "Hmph."

You ask, "Oh, he did?"

Anteb says, "Its alright..."

You offer your museum key to Anteb, who has 30 seconds to accept the offer.  Type CANCEL to prematurely cancel the offer.

Setzier nods to you.

Anteb says, "Keep it."

Anteb has declined the offer.

Anteb grins.

Anteb exclaims, "Lets go!"

You pretend to swallow the key while secretly putting it into your cloak.
Roundtime: 2 sec.

>l door
The black door is inset with a design of sparkling sapphires surrounding a simple black doorknob and lock plate.

Anteb glances at a black fel door.

Setzier's group just went southeast.
[Class and Culture, Foyer]
Plush, pale blue carpeting covers the floor of the foyer, muffling the sound of footsteps and voices.  A tall, polished silver stand in the center of the room holds a neatly lettered sign.  Nine narrow hallways lead from this room, one to the modwir doors of the exit, and the remaining eight in different directions.
Also here: Anteb, Armaxis, Setzier
Obvious exits: north, south, east, west, northeast, northwest, southeast, southwest

Setzier's group just went east.
[Class and Culture, Gold Room]
Golden trim decorates the white marble walls that enclose a plushly carpeted floor.  Closest to the hallway stands a gilt-edged modwir table and a bright silken tapestry adorns one wall.  Facing the tapestry from the opposite wall is an etched glass display case that hangs above a heavy gold stand holding a thick volume.  A large gold-inlaid door completes the room.  You also see a floating eye that is flying around.
Also here: Anteb, Armaxis, Setzier
Obvious exits: west

Setzier's group went through a large gold-inlaid door.
[Class and Culture, Nexus]
The high, domed ceiling of the nexus is a pale blue to match the walls and carpet and has a cloudscape painted upon it.  Eight doors of differing looks and textures lead into this room, though none of them have visible means of opening from this side.  A bespectacled curator stands in the center of the room, where he can keep a careful eye on each of the doors.  Eight hallways lead out of the room, each plushly carpeted to muffle footsteps.  You also see a bespectacled curator.
Also here: Anteb, Armaxis, Setzier
Obvious exits: north, south, east, west, northeast, northwest, southeast, southwest

You say, "I wonder how you open that door."

Setzier's group just went northwest.
Armaxis's eyes glaze over suddenly, a distant expression passing across his face.
As you look around, an image appears before you.

You know yourself to be Thyrsos Kanigel Faendryl, who is a sorcerer of little renown and fewer means.  Though few of your peers pay attention to you, and commonly speak around you as though you're not there, you have wisely picked up many summoning secrets.  If only you could summon a being that would make them look at you!  You could finally become well known and respected.  As you mull over this, you realize that again your cook has made asparagus for dinner, which you truly despise.  You poke at them with your fork, and suddenly blink in surprise!  The green vegetable spears seemed to have fallen into a pattern of lines, bringing to mind an idea.  You quickly thrust the plate back, leap up, and go rummaging for your chalks and powders, sure that you will be known as a master summoner!

The image fades then, leaving you pondering what happened next.

[Class and Culture, Bare Chamber]
This relatively bare chamber has had its walls and floor painted a stark white color.  A small witchwood stand and a brass candelabra, which flank the black witchwood door, are the only items of note in the room.  Some intricate design has been chalked onto the floor, though it is smudged and marred in many areas.
Also here: Anteb, Armaxis, Setzier
Obvious exits: southeast

Setzier exclaims, "Draw!"

Setzier walks over and kicks you in the shin!

Setzier exclaims, "Draw!"

You help yourself to some multicolored chalk.  Enjoy!!

You begin to draw on the floor, completing and reforming the once smudged design.
Suddenly, the image continues.

You carefully lie out your circle, drawing power along specific patterns, and cast your spell.  A brilliant flash of light suddenly hits you, and before youstands a huge creature of which you are sure no Faendryl had ever seen before.  Standing aghast, you frantically order it to return from whence it came.  It gives a chilling smile in your direction, flexes its large wings, and disappears in a flash.  Though you know the Patriarch requires all new summons to be recorded in the Enchiridion Valentia, you balk, and decide instead to say nothing to anyone about your fearful encounter.

The image fades then, leaving you pondering what happened next.

You kick Setzier!

You put your chalk back on the stand.
Suddenly, the image continues.

It is two weeks later and you ponder your summoning over a cup of tea.  Suddenly a flash of light rips through your sitting room, and the fearsome beast is again standing before you!  You quickly dive for cover, and hide under a table as the beast proceeds to tear your house to shreds, followed  by your block and borough.  Hours seemed like days as the beast continued its rampage, and only after the arrival of some accomplished sorcerers was the beast bound and destroyed.  You are hauled before the Basilican sorcerers, and forced to reveal everthing you had done in great detail...sketching out the circle, the lines of powers, and the exact spell cast.  Thinking you've finally become  known, your glee is quickly replaced by horror  as you are sentenced to death for the crime of failing to report your discovery immediately.  You pale at your short-lived future, not even consoled by the fact that you were the first Faendryl to summon a demon.

The image fades then, leaving you in pondering the history of the Faendryl.
A soft click can be heard from the door and it slowly swings open.

Setzier's group just went southeast.
[Class and Culture, Nexus]
The high, domed ceiling of the nexus is a pale blue to match the walls and carpet and has a cloudscape painted upon it.  Eight doors of differing looks and textures lead into this room, though none of them have visible means of opening from this side.  A bespectacled curator stands in the center of the room, where he can keep a careful eye on each of the doors.  Eight hallways lead out of the room, each plushly carpeted to muffle footsteps.  You also see a bespectacled curator.
Also here: Anteb, Armaxis, Setzier
Obvious exits: north, south, east, west, northeast, northwest, southeast, southwest

Setzier's group just went southeast.
Anteb's eyes glaze over suddenly, a distant expression passing across his face.
[Class and Culture, City Square]
Murals painted on the walls of this room depict businesses and citizens in a bustling city square.  The centerpiece of the murals is the image of an immense building with a banner over its thanot door proclaiming that it is "The Hanesyddol Museum of Ta'Loenthra."  In the center of the room are two life-size statues, one of an elven bard playing his lute, and another of a group of dwarves listening to the performance.  Near the bard stands a slender silver pedestal with an etched silver dish upon it.
Also here: Anteb, Armaxis, Setzier
Obvious exits: northwest

You say, "Ooh."

Setzier says, "Throw."

Armaxis whispers to the group, "Sooo hungry."

Anteb throws a handful of pearls at the base of the dwarven statues.
Anteb's eyes glaze over suddenly, a distant expression passing across his face.
A soft click can be heard from the door and it slowly swings open.

Setzier's group went through a heavily spiked door.
[Class and Culture, Library]
Polished maoral bookshelves are built into every wall of this room, with books neatly organized upon each.  A ladder is built onto a track around the ceiling so that it can be wheeled to any point in the room to reach books on the upper shelves.  Eight doors are spaced along the walls of the room.  A heavy maoral desk is centered in the middle of the pale blue carpeting.  A prim librarian sits at the desk, peering over the rim of her spectacles at any who enter.  You also see a simple book.
Also here: Anteb, Armaxis, Setzier
Obvious exits: none

Setzier flips the pages of the book.

Setzier flips the pages of the book.

Setzier flips the pages of the book.

Setzier flips the pages of the book.

You whisper, "(reading the dark elf thing)" to your group.

Setzier nods.

Setzier whispers to the group, "Pointification."

Armaxis whispers to the group, "Out we go again?"

Anteb asks, "Lets check points?"

Setzier's group went through a simple maoral door.
[Class and Culture, Ger]
Smooth stone flooring and walls painted in a mural style with trees and shrubs enclose this spacious room.  Several living trees are planted here, their roots firmly planted in the earth beneath the stone.  In the center of the room an oversized tree stump sits beneath an enormous skylight, allowing moonlight to enter and light the area.  Highlighted by a stray moonbeam is a simple maoral door, the only item to belie the naturalistic scene.
Also here: Anteb, Armaxis, Setzier
Obvious exits: north

Setzier's group just went north.
[Class and Culture, Nexus]
The high, domed ceiling of the nexus is a pale blue to match the walls and carpet and has a cloudscape painted upon it.  Eight doors of differing looks and textures lead into this room, though none of them have visible means of opening from this side.  A bespectacled curator stands in the center of the room, where he can keep a careful eye on each of the doors.  Eight hallways lead out of the room, each plushly carpeted to muffle footsteps.  You also see a bespectacled curator.
Also here: Anteb, Armaxis, Setzier
Obvious exits: north, south, east, west, northeast, northwest, southeast, southwest

Setzier is apparently wrestling with a vine and leaf-carved door.

Armaxis whispers to the group, "Or are we all gotten?"

Setzier's group went through a large gold-inlaid door.
[Class and Culture, Gold Room]
Golden trim decorates the white marble walls that enclose a plushly carpeted floor.  Closest to the hallway stands a gilt-edged modwir table and a bright silken tapestry adorns one wall.  Facing the tapestry from the opposite wall is an etched glass display case that hangs above a heavy gold stand holding a thick volume.  A large gold-inlaid door completes the room.  You also see a floating eye that is flying around.
Also here: Anteb, Armaxis, Setzier
Obvious exits: west

The iris in the floating eye suddenly expands.

Setzier's group just went west.
[Class and Culture, Foyer]
Plush, pale blue carpeting covers the floor of the foyer, muffling the sound of footsteps and voices.  A tall, polished silver stand in the center of the room holds a neatly lettered sign.  Nine narrow hallways lead from this room, one to the modwir doors of the exit, and the remaining eight in different directions.
Also here: Anteb, Armaxis, Setzier
Obvious exits: north, south, east, west, northeast, northwest, southeast, southwest

Setzier's group went through a set of ornate modwir doors.
[Class and Culture, Entrance]
A small, well kept building rests here behind the grand Royal Arboretum.  A row of small maoral trees stands guard over the walkway leading to the structure.  The only apparent entrance is a set of ornate modwir doors guarded by a stuffy looking curator.  A small sign has been set into the ground to the right of the curator.  You also see a stuffy looking curator.
Also here: Anteb, Armaxis, Setzier
Obvious paths: none

Setzier's group wandered down a pale stone walkway.
[Ta'Illistim, Glamesine Var]
The var comes to an end in a pleasant little cul-de-sac, framed on three sides by blue-grey marble buildings.  Several elves are taking advantage of the polished marble benches resting in the shelter of two dwarf maoral trees.  In an open window high above the var, a pale golden light illuminates some blue and silver curtains that flutter in the gentle night breeze.  You also see the Ta'Illistim Royal Arboretum.
Also here: Anteb, Armaxis, Setzier
Obvious paths: south

Anteb says, "All done I think."

Anteb says, "But for the claw."

You say, "Fleckle should be on in less than an hour."

Armaxis whispers to the group, "Woohoo."

Armaxis whispers to the group, "You stay here, Setzie-poo."

Armaxis glances at Setzier.

Setzier whispers to the group, "There's a puppy and a dead one in a cage.  I think we need charna to calm the one to get the key, to open the cage to get the dead puppy and ressurect it."

Anteb asks, "I need to be here for that don't I?"

You whisper, "Aramana could do it..." to your group.

You say, "Fleckle is a half-elf, so that's two races."

Anteb nods.

Anteb asks, "Place to check points here?"

You shake your head.

Setzier whispers to the group, "Over in Landing."

Anteb nods.

Setzier whispers to the group, "I'm not going ot be able to last an hour staying awake."

You nod.

Anteb whispers to the group, "Going to go then....about to fall over myself...."

>think Aramana?
You project your thoughts out to all of your teammates...

Armaxis whispers to the group, "I'm gonna head over to Teras before I turn in."

Setzier whispers to the group, "Aramana not in game."

You groan.

Setzier whispers to the group, "They all left."

Anteb whispers to the group, "Staying then..."

You whisper, "She's still in the chat..." to your group.

You whisper, "Anteb can read scrolls right? Do you have an eye spy scroll?" to your group.

Anteb whispers to the group, "How high is that one?"

You whisper, "If we're sure Fleckle could do it with a scroll then I'd feel better about leaving for Teras myself." to your group.

Armaxis whispers to the group, "7th Level."

You whisper, "707." to your group.

Armaxis whispers to the group, "Don't have one."

Setzier whispers to the group, "Fleckle used my scroll to solve the Helm quest."

You rub your chin thoughtfully.

You whisper, "Make an imbed?" to your group.

Anteb whispers to the group, "He does read scrolls..."

Anteb nods to Setzier.

Armaxis whispers to the group, "He can use magic items?"

You whisper, "Well..." to your group.

You whisper, "Oh, I don't know." to your group.

You whisper, "I keep forgetting that was changed." to your group.

Anteb whispers to the group, "Not sure..."

Anteb whispers to the group, "So can I go or do I need to stay?"

You whisper, "If Fleckle can't do it by scroll, and Aramana goes to bed, then maybe one of you can come back tomorrow or something... as horrid as that is..." to your group.

You whisper, "You can go." to your group.

Setzier whispers to the group, "I can stay here in EN."

Setzier whispers to the group, "If he tells me when to meet up with him tomorrow"

Armaxis whispers to the group, "Yeah, I just need to zip back from Teras quick."

You rub your chin thoughtfully.

Charna just arrived.

Setzier whispers to the group, "I'm officially done."

You whisper, "Whatever you like." to your group.

You nod.

Setzier whispers to the group, "So I don't need another."

Setzier exclaims, "oh!"

Setzier tries to pull Charna towards him.

You snicker.

Anteb whispers to the group, "I'll be on tomorrow... to help... Whoever checks the points send them to me?"

Setzier says, "I want to try something inside."

Charna raises an eyebrow.

Charna says, "Uh.. okay."

Setzier searches around for a moment.

Setzier wandered down a pale stone walkway.

Charna wandered down a pale stone walkway.

[Class and Culture, Entrance]
A small, well kept building rests here behind the grand Royal Arboretum.  A row of small maoral trees stands guard over the walkway leading to the structure.  The only apparent entrance is a set of ornate modwir doors guarded by a stuffy looking curator.  A small sign has been set into the ground to the right of the curator.  You also see a stuffy looking curator.
Also here: Charna, Setzier
Obvious paths: none

As Setzier approaches the doors the curator suddenly steps in front of them, blocking the way.  Staring down his nose, the curator says, "Pardon me, sir, but we only allow intelligent, cultured people inside the Class and Culture.  No need for the riff-raff coming in here.  Perhaps if you proved yourself worthy by answering a simple question, I could allow you in, yes?"

The curator pauses for a second before saying, "ANSWER me this easy question with one word.  Who founded The Order of Voln's first monastery?"  The curator then smirks at Setzier, waiting for his answer.

Setzier answers his question with a long, drawn out answer.

The curator rolls his eyes and glances at Setzier.  He then says, "Don't quite follow directions very well, do you?  ANSWER in one word only, please.  One.  You know...the first number you learned to count with?  Or haven't you progressed to that point in your studies yet?"

The curator squints at Charna as she approaches the doors.  The curator then mutters, "One at a time, eh?  I'm already talking to someone.  Wait your turn, you lout!"

Setzier says, "Guess he didn't like that answer."

Charna chuckles.

The curator squints at Charna as she approaches the doors.  The curator then mutters, "One at a time, eh?  I'm already talking to someone.  Wait your turn, you lout!"

Setzier whispers, "answer Who cares?"

Charna raises an eyebrow.

You chuckle at Setzier.

The curator looks at Setzier and taps his foot impatiently.  Perhaps he better hurry up and answer his question.

Setzier answers his question in one concise word.

The curator sneers at Setzier before saying, "I didn't think you could handle that
easy question.  Be away with you, riff-raff.  Come back when you are a bit more
educated."  He then waves a hand at Setzier, dismissing him indifferently.

Setzier waves a hand at the ornate modwir doors, dismissing it indifferently.

As you approach the doors the curator suddenly steps in front of them, blocking your way.  Staring down his nose, the curator says, "Pardon me, madam, but we only allow intelligent, cultured people inside the Class and Culture.  No need for the riff-raff coming in here.  Perhaps if you proved yourself worthy by answering a simple question, I could allow you in, yes?"

The curator pauses for a second before saying, "ANSWER me this easy question with one word.  What was the name of Despana's Keep?"  The curator then smirks at you, waiting for your answer.

>answer maelshyve
The curator blinks at you in suprise before saying, "You are correct.  Perhaps you are the type of clientele that would appreciate our museum.  I certainly wouldn't have guessed it by the cloak you are wearing, but you may enter now."

The curator steps to the side of the door, allowing you to pass.
[Class and Culture, Foyer]
Plush, pale blue carpeting covers the floor of the foyer, muffling the sound of footsteps and voices.  A tall, polished silver stand in the center of the room holds a neatly lettered sign.  Nine narrow hallways lead from this room, one to the modwir doors of the exit, and the remaining eight in different directions.
Obvious exits: north, south, east, west, northeast, northwest, southeast, southwest

[Class and Culture, Blue Room]
Several maoral podiums line the powder blue walls of this room, each one supporting a heavy tome.  The books hold all manner of arcane knowledge from volumes of magical spells to texts describing the magical properties of various herbs.  Incongruously, the walls are adorned with paintings of rogues, some picking the locks on doors and treasure chests while others are engaged in picking the pockets of unsuspecting marks.  At the far end of the room is a black fel door inset with sapphires.  You also see a shifty eyed gnome that is lying down.
Obvious exits: southeast

>ste gnome
And disturb another patron?  Be civilized!

>think What'd you do to the gnome before to make it so I could steal from him?
You project your thoughts out to all of your teammates...

The shifty eyed gnome stops to gaze at a painting, a look of confusion passing across his face.

>l paint
I could not find what you were referring to.

You stare at nothing in particular.

In imitation of other nearby patrons, the shifty eyed gnome holds his nose high in the air.  After bumping into a podium, he quickly glances about to see if anyone noticed.

You ask the gnome something.
The shifty eyed gnome says loudly, "Yep!  I found this here key just laying next to the door.  I suppose you want it, too.  Well, too bad!  It's mine!"

The gnome then tucks the key away in his vest.

>think Oh.
You project your thoughts out to all of your teammates...

You slip your hand inside the gnomes vest and just barely touch the key inside before the gnome notices and jumps back facing you!

The gnome says, "I don't think so!  Keep your grubby hands off of my stuff!"

You slip your hand inside the gnomes vest and just barely touch the key inside before the gnome notices and jumps back facing you!

The gnome says, "I don't think so!  Keep your grubby hands off of my stuff!"

You slip your hand inside the gnomes vest and just barely touch the key inside before the gnome notices and jumps back facing you!

The gnome says, "I don't think so!  Keep your grubby hands off of my stuff!"

You slip your hand inside the gnomes vest and just barely touch the key inside before the gnome notices and jumps back facing you!

The gnome says, "I don't think so!  Keep your grubby hands off of my stuff!"
The shifty eyed gnome glances about suspiciously.

Charna just arrived.

You slip your hand inside the gnomes vest and just barely touch the key inside before the gnome notices and jumps back facing you!

The gnome says, "I don't think so!  Keep your grubby hands off of my stuff!"

You slip your hand inside the gnomes vest and just barely touch the key inside before the gnome notices and jumps back facing you!

The gnome says, "I don't think so!  Keep your grubby hands off of my stuff!"

You slip your hand inside the gnomes vest and just barely touch the key inside before the gnome notices and jumps back facing you!

The gnome says, "I don't think so!  Keep your grubby hands off of my stuff!"

How can they be so mean to you?!

The shifty eyed gnome touches his vest protectively.

>think Ahh... you slowed him... and you're not a wizard. You used a scroll. So conceivably Fleckle COULD do that.
You project your thoughts out to all of your teammates...

>think Yeah, you lout.
You project your thoughts out to all of your teammates...

Charna asks, "Huh?"

You hear Setzier yell, "Come here."

Charna asks, "What do ye need me?"

[Class and Culture, Foyer]
Plush, pale blue carpeting covers the floor of the foyer, muffling the sound of footsteps and voices.  A tall, polished silver stand in the center of the room holds a neatly lettered sign.  Nine narrow hallways lead from this room, one to the modwir doors of the exit, and the remaining eight in different directions.
Also here: Setzier
Obvious exits: north, south, east, west, northeast, northwest, southeast, southwest

Charna just arrived.

Setzier clasps your hand tenderly.

Setzier clasps Charna's hand tenderly.

Charna says, "Yer demandin'."

Setzier's group just went southeast.
[Class and Culture, Silver Room]
Grey and silver checkered tiles line the floor of this immaculate room.  The walls are colored bright silver with a design of flora and fauna painted upon them.  Two tables sit on opposite sides of the room, one protected by a large glass cover.  A small iron cage sits on the wall opposite the hallway next to an intricately carved maoral door.  You also see a droopy-eyed puppy that is lying down.
Also here: Charna, Setzier
Obvious exits: northwest

The droopy-eyed puppy glances forlornly at the small iron cage.

Setzier points at a droopy-eyed puppy.

Setzier says, "pet that"

The droopy-eyed puppy nudges the hand of Charna cautiously and glances towards the iron cage.

Charna says, "He's sad."

The droopy-eyed puppy mopes around.

Charna kneels down.

The droopy-eyed puppy nudges the hand of Charna cautiously and glances towards the iron cage.

The droopy-eyed puppy leaps away from Charna and lets out a yelp!

As Setzier leans towards the puppy, it cowers away in fear!

Charna says, "I know."

The droopy-eyed puppy glances forlornly at the small iron cage.

You carefully begin to examine a small iron cage for traps...

You discover no traps.
Roundtime: 17 sec.

The droopy-eyed puppy nudges the hand of Charna cautiously and glances towards the iron cage.

Setzier blinks.

As Setzier leans towards the puppy, it cowers away in fear!

Setzier scowls.

Charna glances at Setzier.

You remove a diamond-edged black vaalin lockpick from in your cloak.

You settle into the difficult task of picking the lock.
You make a miserable attempt (d100=12).
Your lockpick gets stuck in the lock!  You carefully try to work it free but end up bending the tip!
Roundtime: 20 sec.

Charna says, "Yer scarin' him."

You stare at nothing in particular.

The black vaalin lockpick looks slightly damaged.

The droopy-eyed puppy nudges the hand of Charna cautiously and glances towards the iron cage.

(Setzier points at the key on the puppy.)

Setzier says, "Get that."

Setzier says, "And hand it here."

Charna removes the key from the collar of the droopy-eyed puppy.

The droopy-eyed puppy barks once at the small iron cage!

Charna asks, "Hand it here?"

Setzier mutters something about dogs..

Setzier nods to Charna.

The droopy-eyed puppy barks once at the small iron cage!

Setzier tries to pull Charna to her feet, but she is too heavy.

Charna raises an eyebrow.

Charna stands up.

The droopy-eyed puppy glances forlornly at the small iron cage.

Charna offers Setzier a small silver key.

Setzier accepts Charna's small silver key.

Setzier smirks.

You hear a click as Setzier unlocks a small iron cage.

The droopy-eyed puppy glances forlornly at the small iron cage.

Setzier just opened a small iron cage.

Charna chuckles.

The droopy-eyed puppy nudges the hand of Charna cautiously and glances towards the iron cage.

Setzier just opened a dark studded leather bag.

The droopy-eyed puppy barks once at the small iron cage!

You see Setzier vonEvenlore.
He appears to be a Dark Elf.
He appears to be an adult and taller than average.  He has brooding dark eyes and pale skin.  He has long, unkempt black hair worn in a ponytail.  He has a gaunt face, an aquiline nose and sharply-curved pointed ears.
He has a black jackal's head mark on his neck, and a band of dark sigils encircling his wrists.
He is in good shape.
He is holding a small silver key in his right hand.
He is wearing a team pin, a silver hoop earring, a mottled black spiny-tailed lizard, a dark myklian scale harness, a thin black steel talisman, a black rapture cloak, a crimson vaalin unholy symbol of Sheru, some well-oiled scuffed black leathers, an ornate blackened ora ring, a dark studded leather bag, a tightly-woven dark alloy belt, a pair of deep black leather pants adorned with silver studs around the waist, and a pair of shadowy black leather boots with slender eahnor clasps.

Setzier put a small silver key in his leather bag.

Charna asks, "Bone?"

Setzier drags the dead puppy from out of the cage.

The droopy-eyed puppy mopes around.

Charna gasps.

Charna says, "Oh no..."

You say, "Ooh."

Charna clasps her hand over her mouth.

You reach out and touch the dead puppy.  Yup, it's dead.

Setzier whispers to the group, "Poke the puppy"

Setzier whispers to the group, "Hehe"

Stop harassing a dead puppy.  How cruel!

The droopy-eyed puppy mopes around.

Charna asks, "Ye have a raise dead?"

Setzier nods to Charna.

Charna gazes at Setzier with a look of utter sorrow in her eyes.

You grin.

Setzier says, "Stop giving me those looks."

Charna fidgets.

The droopy-eyed puppy barks once at the spotted puppy!

Setzier removes an obscure scroll from in his leather bag.

Charna reaches out and touches the dead puppy.  Yup, it's dead.

Setzier raises his obscure scroll and gestures.
Sparks begin to fly between the obscure scroll and Setzier's fingers.
With a sudden burst of enthusiasm, the sparks jump into Setzier's hand and he seems to glow with power.

Setzier gestures at the spotted puppy.
A gigantic burst of magic explodes over the head of Setzier.  He reels from the backwash of pure spiritual energy!

You ask, "Did you link with the puppy first?"

Charna asks, "Leave where?"

You say, "We have to go to Teras."

The droopy-eyed puppy mopes around.

Charna says, "O"

Setzier whispers to the group, "Don't tell me I have to link souls with it."

Charna says, "Right."

Charna nods to Setzier.

Setzier raises his obscure scroll and gestures.
Sparks begin to fly between the obscure scroll and Setzier's fingers.
With a sudden burst of enthusiasm, the sparks jump into Setzier's hand and he seems to glow with power.

The droopy-eyed puppy lets out a small whine.

Setzier gestures at the spotted puppy.
A silvery translucent thread extends from Setzier encompassing the puppy's corpse.

Setzier scowls.

Charna grins slowly.

Charna says, "Thank ye."

Charna gazes fondly at Setzier.

The droopy-eyed puppy nudges the hand of Charna cautiously and glances towards the brown spotted puppy.

Setzier raises his obscure scroll and gestures.
Sparks begin to fly between the obscure scroll and Setzier's fingers.
With a sudden burst of enthusiasm, the sparks jump into Setzier's hand and he seems to glow with power.

Setzier gestures at the spotted puppy.
Setzier concentrates for a moment then sighs weakly.

The droopy-eyed puppy barks once at the spotted puppy!

Charna raises an eyebrow.

Setzier blinks.

Charna frowns.

The droopy-eyed puppy mopes around.

Charna looks downright miserable.

The droopy-eyed puppy lets out a small whine.

Charna kneels down.

Setzier raises his obscure scroll and gestures.
Sparks begin to fly between the obscure scroll and Setzier's fingers.
With a sudden burst of enthusiasm, the sparks jump into Setzier's hand and he seems to glow with power.

Setzier gestures at the spotted puppy.
Setzier concentrates for a moment then sighs weakly.

The droopy-eyed puppy nudges the hand of Charna cautiously and glances towards the brown spotted puppy.

The droopy-eyed puppy lets out a small whine.

Setzier whispers to the group, "Odd."

Charna whispers to the group, "What?"

Setzier whispers to the group, "Not letting me.  Unable to gather enough strength"

You whisper, "I think that's because you already cast." to your group.

Charna whispers to the group, "Wierd."

You whisper, "Now you need to wait." to your group.

The droopy-eyed puppy glances forlornly at the spotted puppy.

You whisper, "Cleric thing." to your group.

Setzier whispers to the group, "Hrmph"

Charna whispers to the group, "I'm not getting this puzzle am I?"

You whisper, "Let's reset it, I want a silver key!" to your group.

The droopy-eyed puppy mopes around.

You whisper, "You have to wait anyway." to your group.

Charna whispers to the group, "For what?"

The droopy-eyed puppy lets out a small whine.

You whisper, "Till the penalty wears off and he can cast raise again." to your group.

Setzier begins to twitch.

Setzier tries to pull Charna to her feet, but she is too heavy.

The droopy-eyed puppy barks once at the spotted puppy!

Setzier tries to pull Charna to her feet, but she is too heavy.

Charna stands up.

You say, "Yeah come on."

Setzier's group just went northwest.
[Class and Culture, Foyer]
Plush, pale blue carpeting covers the floor of the foyer, muffling the sound of footsteps and voices.  A tall, polished silver stand in the center of the room holds a neatly lettered sign.  Nine narrow hallways lead from this room, one to the modwir doors of the exit, and the remaining eight in different directions.
Also here: Charna, Setzier
Obvious exits: north, south, east, west, northeast, northwest, southeast, southwest

Charna frowns.

Setzier's group went through a set of ornate modwir doors.
[Class and Culture, Entrance]
A small, well kept building rests here behind the grand Royal Arboretum.  A row of small maoral trees stands guard over the walkway leading to the structure.  The only apparent entrance is a set of ornate modwir doors guarded by a stuffy looking curator.  A small sign has been set into the ground to the right of the curator.  You also see a stuffy looking curator.
Also here: Charna, Setzier
Obvious paths: none

Setzier's group wandered down a pale stone walkway.
[Ta'Illistim, Glamesine Var]
The var comes to an end in a pleasant little cul-de-sac, framed on three sides by blue-grey marble buildings.  Several elves are taking advantage of the polished marble benches resting in the shelter of two dwarf maoral trees.  In an open window high above the var, a pale golden light illuminates some blue and silver curtains that flutter in the gentle night breeze.  You also see the Ta'Illistim Royal Arboretum.
Also here: Charna, Setzier, Agenais
Obvious paths: south

Setzier searches around for a moment.

Agenais wandered down a pale stone walkway.

Charna says, "Poor puppy."

>go walk
A strange force prevents you from doing that.  Perhaps you should come back later.

You blink.

Setzier clasps your hand tenderly.

Setzier clasps Charna's hand tenderly.

Setzier whispers to the group, "Lost our instance."

Setzier wandered down a pale stone walkway.

Charna wandered down a pale stone walkway.
[Class and Culture, Entrance]
A small, well kept building rests here behind the grand Royal Arboretum.  A row of small maoral trees stands guard over the walkway leading to the structure.  The only apparent entrance is a set of ornate modwir doors guarded by a stuffy looking curator.  A small sign has been set into the ground to the right of the curator.  You also see a stuffy looking curator.
Also here: Charna, Setzier
Obvious paths: none

You let out a cheer!

Setzier scowls.

As Charna approaches the doors the curator suddenly steps in front of them, blocking the way.  Staring down his nose, the curator says, "Pardon me, madam, but we only allow intelligent, cultured people inside the Class and Culture.  No need for the riff-raff coming in here.  Perhaps if you proved yourself worthy by answering a simple question, I could allow you in, yes?"

The curator pauses for a second before saying, "ANSWER me this easy question with one word.  River's Rest is set at the juncture of the western sea and what river?"  The curator then smirks at Charna, waiting for her answer.

The curator squints at Setzier as he approaches the doors.  The curator then mutters, "One at a time, eh?  I'm already talking to someone.  Wait your turn, you lout!"

You say, "Tempest."

Charna answers her question in one concise word.

The curator blinks at Charna in suprise before saying, "You are correct.  Perhaps you are the type of clientele that would appreciate our museum.  I certainly wouldn't have guessed it by the green moonstone ring you are wearing, but you may enter now."

Charna nods.

The curator squints at Setzier as he approaches the doors.  The curator then mutters, "One at a time, eh?  I'm already talking to someone.  Wait your turn, you lout!"

Charna says, "Got that afore."

The curator steps to the side of the door, allowing Charna to pass.
Charna went through a set of ornate modwir doors.

As Setzier approaches the doors the curator suddenly steps in front of them, blocking the way.  Staring down his nose, the curator says, "Pardon me, sir, but we only allow intelligent, cultured people inside the Class and Culture.  No need for the riff-raff coming in here.  Perhaps if you proved yourself worthy by answering a simple question, I could allow you in, yes?"

The curator pauses for a second before saying, "ANSWER me this easy question with one word.  What was the first great city of the Dhe'nar?"  The curator then smirks at Setzier, waiting for his answer.

Setzier blinks.

You say, "Sharath."

Setzier says, "Shalat"

You roll your eyes.

Setzier says, "Close enough"

Setzier answers his question in one concise word.

The curator blinks at Setzier in suprise before saying, "You are correct.  Perhaps you are the type of clientele that would appreciate our museum.  I certainly wouldn't have guessed it by the black rapture cloak you are wearing, but you may enter now."

The curator steps to the side of the door, allowing Setzier to pass.
Setzier went through a set of ornate modwir doors.

As you approach the doors the curator suddenly steps in front of them, blocking your way.  Staring down his nose, the curator says, "Pardon me, madam, but we only allow intelligent, cultured people inside the Class and Culture.  No need for the riff-raff coming in here.  Perhaps if you proved yourself worthy by answering a simple question, I could allow you in, yes?"

The curator pauses for a second before saying, "ANSWER me this easy question with one word.  Where were the Faendryl banished to after the Undead War?"  The curator then smirks at you, waiting for your answer.

>think Is it Rhoska-Tor or Rhoska'Tor?
You project your thoughts out to all of your teammates...

>answer rhoska'tor
The curator sneers at you before saying, "I didn't think you could handle that
easy question.  Be away with you, riff-raff.  Come back when you are a bit more
educated."  He then waves a hand at you, dismissing you indifferently.

>think Apparently not.
You project your thoughts out to all of your teammates...

>think Well, get me a key!
You project your thoughts out to all of your teammates...

>think Bah
You project your thoughts out to all of your teammates...

As you approach the doors, the curator glares at you and declares, "Be away, riff-raff!  We don't want your ilk here!  Don't you understand?"

You feel that if you wait a moment or two, you could reason with him and try again.

>think What's it look like?
You project your thoughts out to all of your teammates...

As you approach the doors, the curator glares at you and declares, "Be away, riff-raff!  We don't want your ilk here!  Don't you understand?"

You feel that if you wait a moment or two, you could reason with him and try again.

As you approach the doors, the curator glares at you and declares, "Be away, riff-raff!  We don't want your ilk here!  Don't you understand?"

You feel that if you wait a moment or two, you could reason with him and try again.

As you approach the doors, the curator glares at you and declares, "Be away, riff-raff!  We don't want your ilk here!  Don't you understand?"

You feel that if you wait a moment or two, you could reason with him and try again.

As you approach the doors, the curator glares at you and declares, "Be away, riff-raff!  We don't want your ilk here!  Don't you understand?"

You feel that if you wait a moment or two, you could reason with him and try again.

As you approach the doors, the curator glares at you and declares, "Be away, riff-raff!  We don't want your ilk here!  Don't you understand?"

You feel that if you wait a moment or two, you could reason with him and try again.

As you approach the doors, the curator glares at you and declares, "Be away, riff-raff!  We don't want your ilk here!  Don't you understand?"

You feel that if you wait a moment or two, you could reason with him and try again.

As you approach the doors, the curator glares at you and declares, "Be away, riff-raff!  We don't want your ilk here!  Don't you understand?"

You feel that if you wait a moment or two, you could reason with him and try again.

As you approach the doors, the curator glares at you and declares, "Be away, riff-raff!  We don't want your ilk here!  Don't you understand?"

You feel that if you wait a moment or two, you could reason with him and try again.

>think This curator is very unreasonable.
You project your thoughts out to all of your teammates...

As you approach the doors the curator suddenly steps in front of them, blocking your way.  Staring down his nose, the curator says, "Pardon me, madam, but we only allow intelligent, cultured people inside the Class and Culture.  No need for the riff-raff coming in here.  Perhaps if you proved yourself worthy by answering a simple question, I could allow you in, yes?"

The curator pauses for a second before saying, "ANSWER me this easy question with one word.  What event is commonly known among scholars as the turning point of the Undead War?"  The curator then smirks at you, waiting for your answer.
think What event is commonly known among scholars as the turning point of the Undead War?
You project your thoughts out to all of your teammates...

The curator looks at you, tapping his foot impatiently.  Perhaps you should answer your question soon?

>answer shadowguard
The curator blinks at you in suprise before saying, "You are correct.  Perhaps you are the type of clientele that would appreciate our museum.  I certainly wouldn't have guessed it by the glaesine orb you are wearing, but you may enter now."

You blink.

>think Shadowguard is an 'event' now?
You project your thoughts out to all of your teammates...

The curator steps to the side of the door, allowing you to pass.
[Class and Culture, Silver Room]
Grey and silver checkered tiles line the floor of this immaculate room.  The walls are colored bright silver with a design of flora and fauna painted upon them.  Two tables sit on opposite sides of the room, one protected by a large glass cover.  A small iron cage sits on the wall opposite the hallway next to an intricately carved maoral door.  You also see a white and brown spotted puppy that appears stunned and a droopy-eyed puppy that is lying down.
Also here: Charna who is kneeling, Setzier
Obvious exits: northwest

Charna gestures at a white and brown spotted puppy.
The glazed look leaves a white and brown spotted puppy.

Setzier groans.

You laugh out loud!

Charna reaches out and touches the dead puppy.  Yup, it's dead.

Charna says, "Wait..."

Setzier blinks.

Charna no longer appears to be listening intently.

Charna says, "That's nae right."

>l
[Class and Culture, Silver Room]
Grey and silver checkered tiles line the floor of this immaculate room.  The walls are colored bright silver with a design of flora and fauna painted upon them.  Two tables sit on opposite sides of the room, one protected by a large glass cover.  A small iron cage sits on the wall opposite the hallway next to an intricately carved maoral door.  You also see a white and brown spotted puppy that is lying down and a droopy-eyed puppy that is lying down.
Also here: Charna who is kneeling, Setzier
Obvious exits: northwest

Charna reaches out and touches the dead puppy.  Yup, it's dead.

You stare at nothing in particular.

The droopy-eyed puppy glances forlornly at the spotted puppy.

The spotted puppy suddenly leaps to its feet and begins hacking loudly!  Suddenly, it coughs up a silver key that lands on the floor.  The spotted puppy blinks a few times, glances at the key, and then goes over to sniff at the droopy-eyed puppy.

>whi charna You raised it? Can I have a log?
You whisper quietly to Charna.

You pick up a silver museum key.

Setzier removes a small silver key from in his leather bag.

You let out a cheer!

Setzier stares at you.

Setzier offers you an obscure scroll.  Enter ACCEPT to accept the offer or DECLINE to decline it.  The offer will expire in 30 seconds.

Setzier says, "Trade."

You say, "No I want your key."

Setzier has cancelled the offer.

You offer your museum key to Setzier, who has 30 seconds to accept the offer.  Type CANCEL to prematurely cancel the offer.

Setzier offers you a small silver key.  Enter ACCEPT to accept the offer or DECLINE to decline it.  The offer will expire in 30 seconds.

You nod.

The two puppies leap about, playfully swatting at eachother.

You accept Setzier's offer and are now holding a small silver key.

Charna grins.

Setzier has accepted your offer and is now holding a silver museum key.

Charna says, "Thank ye, ye did it."


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