#act {runwestersea} {pwf;e;s;s;s;s;s;w;w;w;w;w;w;nw;w;nw;w;sw;s;clear log;nw;n;nw;clear path;w;w;sw;w;w;sw;w;w;w;w;w;w;w;w;w} #act {runwseahome} {e;e;e;e;e;e;e;e;e;ne;e;e;ne;e;e;se;s;se;n;ne;e;se;e;se;e;e;e;e;e;e;n;n;n;n;n;w;portal} x-x-x |X|X| x x-x-x x-x-x-x-x / /|X|X|\ / \ x-x-x-x-x-x-x x-x-x-x-O x-x / \|X|X|/ \ / x x-x-x x-x-x-x | x | x | x \ x | x \ x-x-x-x \ x-x-x-x-x-x-x x J |X|X|X|X|X|X| \| x-x-x-x-x-x-x P x-x-To Forest Trail \|X|X|/ | / x-x-x x-x-x \|/ / \ T-A-x-x-x-x-x-x-x-x x / x / x | x | x \ x / 1 x | / x-x-x-x-x / / \| | x x C K x | | | / \ x x-x-x-x-x x-x / |/| | | | \ x x x x x x-x-x-x / /|/| | | | | x x x-x u-x-x-x / | | x x H | / G x-x-x / x | x / x / x-x-x-x-x | | | | | x-x-x-x-x-x-M | | | | | x-x-x-x-x T - Tinny (westersea entrance) A - Worm's Talon Airship J - Jarl the Mercenary P - push branches (nw exit) 1 - Armory K - Kolp the Chef G - Golden Tent - Jix the Magician C - Command Tent H - Huge tent M - Medical tent O - objective for scout for the town Walls: L x-x x-L-x x-x \ / \ / \ / \ D x-x-x-x-x-x-x-x x-x-x-D-x-x-x-x D/L | | x x \ / x x | | x x | | x x | | D D | | L L | | D D | | x D | | x x | | x x / \ x x | | D x-x-x-x-x-x-x-x x-x-x-x-x-x-x-x D/L / \ / \ / \ / L x-x x-D-x x-x L L: Lieutenants Sewers 1: U-x-x-x x-x-x-x-x-x-U | / / x x x \ / \ x-x-x-x-x x-x \ \ | x-x-x x-D x / \ x x-x / \ U-x-x-x-x-x x x-x-x-x-x-x-U \ / x x-x-x-x-x | / \ x-x-x x x / \ / | U L-x-x-x x \ \ x-x-x x \ | x-x-x-x-U L: Lucas Sewers 2: U/D Sewers 3: x x-x x x | /|\| | 1-x-x-x-x-x-u-x-x | \|/| x x-x D 1: Dotar Sewers 4: U x |/ x-x-x-x |\ x x City of Westersea: I-x x-I \ / D x-x DI x-x-x \ | / \ / | x-x-x-x-x-x 4 x x-5-6 |X| / | |X| x-x-x-x x x 7-x-x |X|/ \ / | | |X| x-x x-x-x-x-D-x-x-x-1-x-x-2-x-x-3 | | | | | U x-I Z-x-x x x x U | | / | \ | | | O-x-8-x-x-x-x-x-x-x-x-x-x-x-x-x-A-x-x-B-x-x-O | | | \ | / / | | U I x x-x-x x x UM | | | | / \ x-x-x-x-x-x-x-x-x-x x-x-x C E-x-x-I | | | | | | \|/ x I-x-D-x-x-x-x-x-x-x-x-x-x-x-x-x-x-F | | | | / | | x-x-x-x-x-x-x-x-I-x x-x-x-x-x-x-G-x / | | / | | x-x-x-x-x-x-x-x-S J x D / | |/ \ I-x L I x-I 1: Bakery 2: Jainie 3: Sain 4: Ashton Nibble 5: Twix 6: Bern the Blacksmith 7: Megan 8: Jorbin A: Shop B: Bar C: Church E: Cart F: Lady Anne G: Jakob J: Weave Poll L: dead lieutenant S: enter alley Q: eavesdrop until mission is complete Z: Sir Michael Oxtrott Down@8 leads along a path to down@A x-U-Q / \ x-x-x-x x-x-x / \ U-x-x-x x-U You gain 'Page seven, A.Q'. > read page *-*-*-*-*- Potion of Brute Force -*-*-*-*-*-* | | * To enhance one's physical strength one * | needs to drink a potion following these | * exact instructions: * | | * 1 Start the formula by adding a flask of * | water. | * 2 Heat it up briefly. * | 3 Add a Tiger striped jellyfish. (Note | * that the size of the fish can differ * | and different containers might be | * needed) * | 4 Add a soul essence bead. | * 5 Cool the mixture twice * | 6 Store the mixture in a crude glass | * flask. * | | * - A.Q. * | | *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* You gain 'Page eleven, A.Q'. > read page *-*-*-*-*-*- Potion of Dexterity -*-*-*-*-*-* | | * To enhance one's dexterity, one needs to * | drink a potion following these exact | * instructions: * | | * 1 Add a blue moonfish scale. (Note that * | the size of the scale can differ and | * different containers might be needed) * | 2 Add a flask of water. | * 3 Simmer the mixture. * | 4 Grind any remaining harsh bits. | * 5 Add a Grahl root. * | 6 Cool the mixture. | * 7 Add an essence bead. * | 8 Store the mixture in a crude glass | * flask. * | - A.Q. | *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Page Sixteen *-*-*-*-*-*-* Potion of Wisdom -*-*-*-*-*-*-* | | * To enhance one's wisdom, one needs to * | drink a potion following these exact | * instructions: * | | * 1 Start the formula by adding some gall- * | nuts. | * 2 Grind them twice to make sure no hard * | pieces remain. | * 3 Add a flask of water to add some * | liquid to the mix. | * 4 Add a Wanisiki lobster. (Note that the * | size of the lobster can differ and | * different containers might be needed) * | 5 Heat the formula twice. | * 6 Cool the mixture * | 7 Add a soul essence bead. | * 8 Store the mixture in a crude glass * | flask. | * * | - A.Q. | *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Page twenty, A.Q. *-*-*-*-*-* Potion of Constitution -*-*-*-*-* | | * To enhance one's constitution, one needs * | to drink a potion following these exact | * instructions: * | | * 1 Add an Illate eel. (Note that size of * | the eel can differ and different | * containers might be needed) * | 2 Add a soul essence bead. | * 3 Grind. * | 4 Simmer just once. | * 5 Heat the mixture to steam away the * | last of the eel's bad taste. | * 6 Add a spiked Zallot. * | 7 Cool the whole mixture. | * 8 Grind the remaining solid bits. * | 9 Cool the mixture again to properly | * prepare the formula for bottling. * | 10 Store the mixture in a crude glass | * flask. * | - A.Q. | *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* Page forty-two, A.Q *-*-*-*-*-*-*- Pigmentation *-*-*-*-*-*-*-* | | * To make pigmentation follow these * | instructions: | * * | 1 Start by adding a brightly coloured | * plant or the like. * | 2 Heat it up, twice at least! | * 3 Grind the remains twice as well. * | 4 Simmer the remains in its own juices. | * 5 Cool the mixture down. * | 6 Store the pigmentation in a crystal | * vial * | - A.Q. | *-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* read box Got to be quick quick QUICK!! They are coming, yes they are, they are indeed!! One and two soulbeads is all it takes! Put them in and grind grind grind! Add some water and heat it all! Have to hurry before spirits comes! Simmer and cool and that's all! No time to test what to bottle it in! Hurry Hurry quick quick QUICK!! Tommy (west guard) 'An unwelcome visitor' go talk to Anne in se corner. say ivar cutters go talk to Sir Michael Oxtrott. say ivar cutters ne of castle, talk to guy, kill him A burnt piece of paper dd Urch fi t. mmer. Si r. l. A d gg. Add ess bead. S r. Store crud lass fl k. Cathedral Floor 1 Floor 2 Floor 3 Floor 4 u 1 2 d-x-u u/d d | | | x-x-x | E 1 - Alistair 2 - Tapestry E - Entrance You say: windows Alister makes a sweeping gesture. Alister says: The artwork on each window is a bit unusual for a place of worship. Alister continues: However, according to the texts we've recovered they were made by the same architect that designed the actual church so there is some connection between the two. Alister says: Is there any particular artwork that you'd like to know more of? You say: lisen Alister says: J.E. Lisen? Never heard of him! at the tappestry: 4x turn left dial, 3x turn centre dial, 5x turn right dial push explosion, push boulder, push orb, push vase search items -> a coil of strong rope search something -> a silver candle Floor 4 - Belfry. pull cord (it breaks) repair cord pull cord -> a sharp chisel at Alister exa table cloth search table cloth ex inscription read inscription carve e or c insert candle into hole say complete Alister says: Good work Maxim, you are indeed worthy of continuing in our service. This was a mere test of your intelligence and wit and you passed it beautifully. Alister writes something down in your journal. Alister says: Now, I've written down some steps to make this easier for you. You can now simply go descend into the tomb from here by simply going down. However, it will only work as long as you carry these instructions on you. Explore the church tomb: Alister says: Listen closely Maxim. Alister says: Something dark and evil is brooding in the tomb below. Alister says: However, there is one small obstacle left before you can tackle the main problem. Alister says: Below you'll find a dark corridor. It's protected by something I can't penetrate. I've exhausted all my sources and I simply can't figure out how to break through. Alister sighs to himself. Alister says: This task is your next one. Penetrate the barrier and report back to me. The eastern wall engravings read: Tok Onak Edith Nith Torrel Enith Rach Sam Polla Eric Adamus Kal Yumi Ognas Unuz Ram Nint Alkal Manz Enall Ind Nat Kazap Anrith Ramp Inl Tommp Hild Akazamml Lil to enter speak your name in karithal The western wall engravings read: Kap Anp Rinnel Inqp Thalom Hal Ank Limmal Inna Sintal Tore Hilda Edith Onk Limpalla David Wann Ank Yamp Olof Faith Ap Kind Noppe Olm Torrax Enid Onappa Kont Sin karithal is the old way of aknoteoks The eastern wall engravings read: ??? ??? ??? Sam ???? ???? Evers Lay Gil Nai Inge Sil Amm ??? Dony Dim Aniim Daple Nim Alis David Rich Ada Ward Kaine Caine Adim Backad Sinky Elin Mike Ali Nanna Reppe Inky Efith Hilda Thorr Ninna Ramp Unla Tinn Ninkel Elina Moby Dinkel Ulaf Onap Rim Pimpo proud men turn their names backwards and add a single s The western wall engravings read: ???? Kap ???? Elsa Lii Gregory Nappol ???? Isa Sinap Anna Donal Didry ???? Annad ???? Nate Edith Matt ???? Omer Windu Dalantal ???? Unikel Ohera Rippal Poshh ???? ???? -k-elgn is add an e m-wduorp The eastern wall engravings read: Mimmi Unai Riyna Ilad Simmy Thistle Halink Ethan Alat ??? ???? Critz Tim Ino Osalad Niplym Taink ???? Hak Aduk Tam Willey Ida Lim Lam Linkoln Enapper ???? Ak Diman mur is the action that will lead The western wall engravings read: Yourn Ola Unp ???? Tim Oomna ???? Caine Lars Apa Riga Ility Timp Yori ???? ???? William Inmely Tapp ???? Helga Igor Tam Sissy Tain Wincent ???? Inga Niss ???? you to clarity with its twin to enter speak your name in karithal karithal is the old way of aknoteoks proud men turn their names backward and add a single s muristheactionthatwilllead youto clarity ws ith its twin mur is the action that will lead you to clarity with its twin agram m rg s You come across an obscure passage about someonen trying to map the difference between the Aknoteok and the Karithal language. However the text itself is badly damaged but you can make out some letters. nprp-prg-zz IS THE RIGHT ONE '..- and I le--nt that k is really klp m is nrp. -- --- d-n't miss s act---ly -s zz and l-stly use.. pr instead of r' Little is known about the Aknoteoks' language but one thing is for sure is that they didn't use what we in today's world refer to as vowels. It's unclear why this was the case but several scholars have suggested that they simply didn't have the vocal chords needed to form these sounds. 23:08 : vowels (aeiouy) - 23:08 : kill klp 23:08 : m nrp (nprp) 23:08 : s zz 23:08 : r pr 23:08 : male 23:08 : flip add s (zz) 23:08 : (translated letters like klp do not flip...rather, flip before translating) 23:08 : female add k (klp) vowels become - Cubes: A gigantic gelatinous cube A very large chunk of gelatinous material towers before you. It has no head, no eyes, nor front or back. It simply exists as a large blob of material. Using only a sense of 'smell', this large cube slowly moves around the dark cave, devouring everything and anything it encounters. Little is known about the history of cubes. Some claim they are a magical experiment gone awry, others claim that they do possess an intelligence of their own and reproduce like any other species. Regardless though, they are all renowned to be extremely dangerous even to the most prepared adventurers. A small gelatinous cube 1891029 A large chunk of gelatinous material towers before you. It has no head, no eyes, nor front or back. It simply exists as a large blob of material. Using only a sense of 'smell', this large cube slowly moves around the dark cave, devouring everything and anything it encounters. Little is known about the history of cubes. Some claim they are a magical experiment gone awry, others claim that they do possess an intelligence of their own and reproduce like any other species. Regardless though, they are all renowned to be extremely dangerous even to the most prepared adventurers. A massive ochre jelly 9764888 A pitch black piece of living jelly stares back at you. It moves with an eerie sense of 'smell' and is slowly approaching your position. It covers most of the rocky floor and even though it's not the quickest moving monster you've ever encountered, it would be wise to take caution. There are stories of these giant pools of inky black death which can lay waste to entire cities alone. Dotar the conjurer Dotar the conjurer stands before, flickering in and out of what you would most likely call reality. As you gaze at his tall and slender form, you wonder how long he's walked the realms and what vast knowledge he has amassed throughout the years. Clear blue eyes stare into your soul as if searching for something. He regards you not with loathing nor fear but what seems like a morbid sense of curiosity. You see robes as black as the darkest of night covering his body and in his hands he holds a slender staff. Sewer: A large black snake 3877 Slightly larger than your average countryside snake, this black reptile watches you with an almost defiant look. Known throughout the Town of Westersea for their venomous fangs, these serpents are usually left alone. An oddly glowing rat 2112 Staring back at you is a small rodent. It wouldn't be terribly strange considering you are in a sewer. However, this particular creature is shimmering. Perhaps the nature of the sewer has caused it to evolve into something else. A small cockroach 3255 Almost blood red in color with two long antennae, the small insect is happily going about its merry way in the sewer. Ignorant of your presence, it burrows between the rocks looking for food. A furry spider 8201 Eight legs, each clad in thick greenish fur are all you can make out at first. Looking closer you think you can see several black eyes hidden away somewhere deep in the mass of green legs. The arachnid seems to be watching you looking rather composed, not showing any sign of fear of you or anything else down here. A medium sized glowing rat 3873 This fairly sizable rat stares back at you with plain evil in its eyes. Used to seeing bugs and small animals run away from you in terror you stop and ponder this for a second. It opens its mouth and lets out a small shriek and prepares for battle. An irradiated crocodile 4563 Usually crocodiles stick to the swamp areas, yet here you find one. Your mind boggles at how it got in here. What strikes you as even more odd is that it appears to have adapted into living here. As you watch the scaly reptilian, it moves lazily throughout the sewer system looking for prey. This particular one appears to be hurt as large welts have started to appear on its body. Perhaps it was exposed to something harmful. Longtooth 12381 This massive rat has undergone some kind of change due to the hazardous green ooze found in the sewer. It has morphed into a beast three times the normal size and the usual black eyes glow eerie red. The beast is the undisputed 'king' of the sewer and all the other creature both fear and avoid him. Lucas Lockhart Lucas Lockhart is known throughout the city of Westersea. Once he was a prominent member of society but something drove him to leave the comfort of his home and now he lives beneath the city in the sewer. He survives on collecting odd pieces of trash and then trading them with adventurers that passes by. City: Tinny the guard Tinny is dressed in the same uniform as is common for a Westersea guard. Under his fine red cloth vest, you detect a hint of metallic chainmail. You see the emblem of Westersea embroidered on his chest. Tinny is of middle age and appears fairly calm. He stands alone outside the town but make no mistake, he is not to be trifled with. Mischievous ruffian 19380 One of the more unfortunate people within Westersea, this ruffian has resorted to crime to support his livelihood. Dressed in very shabby clothes, you can't really see him having a whole lot of success with that either. However, the ruffian is determined to rob you so you better defend yourself! Shady leader 73599 One of the fewer leaders of the shady underworld stands before you. It's cloaked in a blanket of darkness and you are not sure if it's due to its clothing or the actual nature of the being. However, glistening reddish eyes stare back at you as you ready your weapons and prepare for a fight to the death! Tough looking brigand 59407 A stench of evil seems to hang around the brigand like a cloud of bad smelling gas. These bandits were once forced to resort to crime to survive. Now their criminal activity seems to be done for pleasure. The brigand grins at you crookedly and you know you are in for a tough fight. Cubes: A slimy piece of corrosive ooze. You've managed to collect some corrosive ooze. I wouldn't hold it close to anything metallic since it's widely known to have a very bad influence to it. As you study the odd compound you can't help wonder how it can hold together without spreading out, or sticking to anything else. Shrugging your shoulders you store it at a safe place for future use. If you came upon a metal surface or the like which you'd like to ruin you could always 'pour' the ooze on it. Since this is a reagent, you could study it for more information. A rusty lockbox lockpicking 0-10 The rusty lockbox has definitely seen brighter days. Almost completely destroyed by the environment it is truly a feeble container. Thin rusty metal bands enclose the dark decayed wooden container and it's a small miracle it still clings together. The box is so old that there are likely no known key around to unlock it. However if you were skilled enough you might be able to pick it. A worn lockbox lockpicking 10-20 This lockbox has been through some tough times. It has deep scratches and scuff marks on its wooden surface and the iron bands that encase it have started to rust. However, the lock sitting in the middle of the box looks like it's in fine condition and the only way you'll ever get it open is by 'pick'ing it. A hard iron lockbox lockpicking 20-30 The wooden box is covered in hard black leather which shows some signs of wear and tear. Wrapped around it is a thick iron band making the box sturdier and able to withstand great force. Situated in the dead centre of the front panel is a very sturdy iron lock and even though you haven't the faintest idea where the key is, you could perhaps 'pick' it. A sturdy stone lockbox. lockpicking 30-40 The box is made from thin stone plates assembled and held together by thick leathery strips. Thin silvery bands wrap around the stone lockbox making the secure box even more strong. Since the box is made from stone, you think about breaking it apart. Doing this, though, would probably destroy anything that is stored inside. A small keyhole is the only visible means of opening it and you'd have to be pretty good at 'pick'ing locks to do so. A strong lockbox made of steel lockpicking 40-50 The strong lockbox is made from sheets of tempered steel. Few could actually manage to break it apart and those who could, would surely destroy any traces of what might have been stored within. Thick bolts are hammered along the sides and the only way you could open it would be to 'pick' the complicated contraption that you can only assume is the actual lock. An incredibly strong lockbox made of titanium lockpicking 50 The titanium lockbox is a gem of gnomish ingenuity. No one has ever managed to break one of these (and if they had, the Gnomish Union of United Inventors has long since removed any proof of it). The box itself is a solid slab of titanium, a metal few other races has ever heard of. Wrapped around the bottom as well as the top are golden lines that are more ornamentation rather than providing function. The massive and incredibly strong metal itself is enough to hold any thieves at bay. At the front is a small rectangular opening where you guess the key would fit. Unfortunately you have no idea where the one which fits this particular lock might be so you just have to try your best to 'pick' it. A ruined steel helmet The once beautiful steel helmet has long since decayed and corroded into what now is before you. There isn't a single piece of metal left of the armour and it's a small miracle that it even holds together. Your first thought is to simply throw it away but as you are about to you detect a faint humming sound coming from the chin strap. Curiosity takes over and as you start to investigate the odd piece of armour you notice that a shimmering glow emanates from it, coating it as if it was the finest paint. Sewer: A battered piece of meat The battered piece of meat is covered by a dark slimy coating. It's squishy in consistency and smells extremely bad. You can't imagine ever having any use for this but you never know. A small torn leg The stringy piece of leg could either have come from very large spider or possibly a rat. It's impossible to tell in its mangled and broken condition. However, perhaps it might fetch some coinage from someone desperate enough to buy it. A torn scale The torn dark scale could be from a wide range of different creatures. You notice a thick residue of slime dripping from it and it quickly coats your hands and arms. Unless you find some poor sap that is willing to buy it from you it would be close to useless. A glowing piece of meat A small glowing piece of meat wriggles hypnotically in your hand. Odd since the being it came from is obviously dead. However its glowing colour and wriggling motion might make it an excellent bait to use while fishing. Perhaps you could 'bait' your fishing rod with it. City: A hairpin made from bone The hairpin is small yet the details of the craftsmanship are amazing. Made almost completely out of brushed bone it has ridges and small lines running all along its sides and at the end is a small, but very vibrant, ruby. Tattered breeches The thick leathery breeches might, at one point, have been of reasonable quality. However, this must have been very long time ago considering the state that they are in now. The material is worn thin and small torn holes are all over. The bottom of the legs are torn and partially hardened with dried mud and dirt. Worn breeches The breeches are slightly better than your average set of clothing. Made out of thick wool, it's the normal garment worn by citizens of Westersea. This particular piece is lightly stained and only show some traces of wear and tear and would still probably provide ample protection against the elements. A tattered cloak The cloak is made out of thick wool. It's stained from heavy use and wouldn't do much in its current state against harsh weather. Around the neck is a cloth strap which allows it to be fastened around the neck and doesn't look particularly comfortable. A worn cloak Woven from thin strands of wool, this cloak is of fairly good quality. The lower rim of the garment is embroidered with thin silk lace and as you hold it up in the air the hem flows beautifully in the air. This cloak might fetch a fair price on any local market. A tattered shirt The wool shirt is tattered and stained dark brown. It's been used for a very long time and the bottom part has hardened due to all the dirt and grit that is covering it. Darkened patches of grime circle the armpits and you really don't want to think of why. This is truly a poor man's piece of clothing. A worn shirt This is basically your every day shirt. It's made from fine wool and looks moderately used. The majority of the citizens of Westersea wear this type of garment mainly due to its inexpensiveness but as also due to the fact that they are quite comfortable. Tattered boots The shoes are stitched pieces of leather that's been soaked in some sort of softening solution. They seem durable and would serve the wearer well against rain and cold. The sole is slightly used but you'd guess they have still a fairly long way to go before they break. Worn boots Made by some foreign looking thick leather, the boots is still one of the more durable kinds you've seen around here. Clearly whoever owned these before you used them plenty but the boots themselves show little sign of wear. You'd easily journey across sharp stones and in the wilderness with these mainly due to a very thick black sole that's been nailed into the underside of the boots. Spiky mace Once this was probably a blacksmiths hammer but someone has modified the metallic head to now be equipped with several sharp spikes. It looks like a poor man's morning star but regardless how it looks one of these spikes would be deadly if it landed on some unprotected area. Brass knuckles Crude to say the least these plain brass knuckles don't look that impressive. Granted it would most likely be a good weapon against unprotected targets, but with some kind of armouring they immediately looses all their effectiveness. Metallic dagger The dagger is made out of plain steel. Its edges are sharp and in the hands of someone who knows how to use it you'd guess it would cause some serious pain. The hilt is made from unadorned wood that's been carved to fit comfortably in the hand. Dark leather straps wrap around it helping prevent slips and other unfortunate accidents. A freshly slain corpse The human corpse is of a man close to the age of thirty-five. He's in good physique and you'd guess he was a soldier, or a guard of some sort. He has auburn hair which reaches down to his neck. The unfortunate person must have died fairly recently since the limbs are still fairly flexible and there are no visible discolourations on his skin or lips. The cause of death appears to be plain as day as the victim has several punctures in his back, as if he was stabbed by something small and sharp repeatedly. Lockboxes: A glowing brown vial Light brown liquid bubbles peacefully in the small glass container. As you hold it in your hand, you detect a faint chilling sensation coming from within the vial through your hand and into your body. It's not unpleasant by any means, just very bizarre. A glowing purple vial The light purple liquid swirls slowly around, creating a miniature maelstrom to the bottom of the vial. It's fascinating to watch and before you know it several minutes has passed. You turn the vial on its side but the strange maelstrom remains unchanged. A glowing red vial The red liquid in the vial moves sluggishly around. As you turn the vial around a thin red coating sticks and clings to the inside of the glassy surface. A glowing golden vial The vial glows with an unnatural golden haze. You have a hard time focusing on the actual contents as you are momentarily blinded by the surrounding light. If you could melt gold and store it in a bottle, this is what it would look like. A lump of seaweed The brightly green seaweed is a tangled mess partly covered by some kind of greyish mud. Whoever pulled this up from the sea clearly needs to learn a thing or two about fishing. Since this is a reagent, you could study it for more information. A pile of mud The pile of mud is a mixture of light brown and dark brown dirt. Add some water and you got what appears to be a perfect blend of useless mud. You shudder in disgust as you try to wipe your hands clean. Random Ring A black line The long black line looks surprisingly strong. It's survived harsh conditions and could easily bear very heavy things. Its dark colour makes it ideal as a fishing line and it would be possible to 'thread' it on your fishing rod should you want to. Church Tomb: *A sticky cocoon {unyielding} (worn) You swallow hard as you inspect the odd looking armour. It's a protective cocoon that's been spun by what must have been a massive spider. It can be worn around your torso and chest and would un-doubtable serve you well against the more exotic type of attacks. You could fuse with the armour to make it stronger. There is also a small spiderling crawling on the outside which you could 'nudge' if you'd like. Arachnid husk Torn from a dead spider, the husk has a sharp stingy smell to it which makes your eyes and nose water. The outside is covered by small pods which every now and then crack, coating the surface with a shiny green gleam. As you study the piece you are fascinated that the pod keeps on reforming even though the arachnid is long since dead. You could, if you'd like, hoist the husk as a shield and even though it wouldn't be the sturdiest piece of armour against normal attacks you have a feeling it would do wonders against the more poisonous and acidic kind. Scout the Realm | | | | Scout the desert temple | 0 | | Scout the realm of the faeries | 0 | | Scout the winter wasteland | 100 | - Medlar