rpherbig / dr-scripts

A series of Lich 5 (https://github.com/elanthia-online/lich-5) scripts for use with DragonRealms (http://www.play.net/dr/). Donations are welcome (http://www.paypal.me/rcuhljr)!
GNU General Public License v2.0
54 stars 177 forks source link

ALCHEMY not working on georin #875

Closed Aurayn closed 7 years ago

Aurayn commented 8 years ago

http://pastebin.com/k6acemyX

Dartellum commented 8 years ago

It appears from the log your mortar was not on your belt:

[remedy]>untie my mortar from my alchemist's belt Untie what?

Aurayn commented 8 years ago

Then another part of the script is removing it. I ran it several times in conjunction with the other crafting skills, it only hangs on this production of georin. It did several other herbs fine.

what else can i provide you for more triage?

Aurayn commented 8 years ago

Looks like the script is putting the mortar i the backpack versus tying it to the belt

Aurayn commented 8 years ago

still not working....

>;workorders "remedies"
Remedi stops teaching and looks around quietly.

--- Lich: go2 active.

[go2: ETA: 0:00:02 (10 rooms to move through)]

[go2]>out

You go out, leading your group.
[First Provincial Bank, Lobby - 1901]
Marble tiled floors covered with heavy rugs and walls of polished jasper that gleam a cool blue mark this bank as solid and secure (and expensive).  An official money-changing booth is to one side and a row of tellers windows faces you.  Several guards, armed and armored, stand ready for trouble of any sort.  Near the tellers stands a table of fine wood for those who need to do some writing.  You also see the tellers' windows, a bucket of viscous gloop and a money-changer's booth.
Also here: Field Surgeon Remedi.
Obvious exits: out.

[go2]>out

You go out, leading your group.
[The Crossing, Hodierna Way - 732]
The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum.  The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name.  A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside.  You also see Forest Warden Hengwild, a big orange sign with a picture of a smiling Dwarf and a large parchment.
Also here: Field Surgeon Remedi.
Obvious paths: east, southwest, northwest.

[go2]>southwest

Bigbop just arrived.
You go southwest, leading your group.
[The Crossing, Immortals' Approach - 741]
This stretch of road is wide and paved with smooth stone blocks.  Cherry trees in carved stone planters border the sweeping approach while softening the exterior walls surrounding the Temple grounds.  Flames brightly visible in the dark flare from the tops of three tall towers standing guard over the orb of the Main Temple.  Fragile walkways lash the towers to each other high above the orb.  You also see a high granite wall surrounding the temple grounds, the locked almsbox and the Longbow Bridge.
Also here: Field Surgeon Remedi, Milseacht and Kibariye.
Obvious paths: northeast, northwest.

[go2]>go bridge

Bigbop just arrived.
[The Crossing, Chieftain Walk - 928]
This busy threeway is a vital link.  The Longbow Bridge feeds into it from the northeast, and the warehouse and dock district which stand to the south and west bustle with activity.  The commercial district to the northwest, and the pleasant and populous beach resort are to the southeast, just at the mouth of the River Oxenwaithe, where it empties into the Segoltha.  
Obvious paths: north, southeast, southwest.
Remedi followed.

[go2]>north

Bigbop came across the Longbow Bridge.
You go north, leading your group.
[The Crossing, 3 Retainers' Crescent - 927]
The Longbow Bridge is due east, as the river flows beneath it, just at the edge of your vision.  To the south is the Shipyard and The Strand, a pleasant beach where the two rivers that define the life of the Crossing meet.  To the west are the commercial institutions that are the centers of trade and finance.  
Also here: Field Surgeon Remedi.
Obvious paths: north, south, west.

[go2]>west

Bigbop just arrived.
You go west, leading your group.
[The Crossing, Drayhorse Trace - 924]
The constant clamor of hooves on cobblestones echoes off the walls of the distribution centers, granaries, magazines, and storehouses that border the street in this part of town.  Horse-drawn flatbed wagons, mounted merchants on fine steeds, and carriages bearing regal ladies all clatter by, raising whorls of dust.  
Also here: Field Surgeon Remedi.
Obvious paths: east, northwest.

[go2]>northwest

Bigbop just arrived.
You go northwest, leading your group.
[The Crossing, Drayhorse Trace - 911]
A long, fortified warehouse here extends to the west into Mercantile Street.  It looks more like some kind of military storehouse or armory.  Guards dressed in some kind of private uniforms discourage you from further satisfying your curiosity about the structure.  You turn your attention to the waters of the River Oxenwaithe, which from this spot is visible both to the north and the east, as it snakes its way southwards around this promontory.  
Also here: Field Surgeon Remedi.
Obvious paths: north, southeast, west.
Bigbop just arrived.

[go2]>north

Pidulz just arrived.
Bigbop runs north.
You go north, leading your group.
[The Crossing, Gold Barque Quay - 910]
Several swank-looking private boats, gondolas and a few sleek, flat-bottomed river boats are tied up here.  A large log raft stands in dry dock on some stone pilings, ready to be put into service on those occasions when the floods of demonic weather cause the River Oxenwaithe to o'erflow its banks and wash out the town's two bridges or if invaders breach the town's defenses and set torch to them.  
Also here: Field Surgeon Remedi and Bigbop.
Obvious paths: southeast, south, west.

[go2]>west

Bigbop runs west.
You run west, leading your group.
[The Crossing, Bank Street - 909]
The Moneylender's commands a breathtaking view of the River Oxenwaithe and its aquatic commerce flowing south towards the mighty Segoltha River and thence eastward to the sea.  From its top-floor windows the bankers can keep watch over the Traders' Guild to the west, and can view the low sprawling warehouses and docks to the south.  Directly across the river is a curious dwelling with a glass gazebo atop it.  You also see the Zoluren Alchemy Society Building and a well-used road leading to the Engineering Society Depot.
Also here: Field Surgeon Remedi and Bigbop.
Obvious paths: east, west.

[go2]>go buil

Bigbop runs west.
[Alchemy Society, Entrance - 8859]
Ill-fitted boulders jut at odd angles from the damp granite walls.  Even the ceiling looks a bit ramshackle here, as though the entry-way were built with speed more than safety in mind.  A slight draft blows from deep inside the building and carries a mixture of odd smells with it.  You also see a prestige board and an oak door.
Obvious exits: south.
Remedi followed.

[go2: travel time: 0:00:04]

--- Lich: go2 has exited.

--- Lich: go2 active.

[go2: ETA: 0:00:00 (1 rooms to move through)]

[go2]>south

You run south, leading your group.
[Alchemy Society, Tool Shop - 8860]
Tall oak supply crates flank an extended counter displaying various alchemical tools for sale.  A pair of robed individuals rush about helping customers restock.  You notice the overwhelming combination of smells is somewhat reduced here.  You also see Alchemy Society Master Lanshado, a clerk, a dry press, a sturdy low counter with a small placard on it, a large sign and a plant grinder.
Also here: Field Surgeon Remedi.
Obvious exits: north, south.

[go2: travel time: 0:00:00]

--- Lich: go2 has exited.

[workorders]>get my alchemy logbook

You get an alchemy work order logbook from inside your backpack.

[workorders]>ask Lanshado for challenging remedies work

Lanshado shuffles through some notes and says, "Alright, this is an order for some wart salve. I need 4 stacks (5 uses each) of superior quality, made from any material and due in 125 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

[workorders]>ask Lanshado for challenging remedies work

Lanshado shuffles through some notes and says, "Alright, this is an order for some neck salve. I need 2 stacks (5 uses each) of superior quality, made from any material and due in 65 roisaen.  Please complete the items, bundle them with your logbook and then give me the logbook to complete this order.  Good luck!"

You seem to recall this item being somewhere in chapter 3 of the instruction book.

[workorders]>put my logbook in my backpack

You put your logbook in your backpack.

[workorders]>wealth kronars

  No Kronars.

--- Lich: go2 active.

[go2: ETA: 0:00:02 (11 rooms to move through)]

[go2]>north

You go north, leading your group.
[Alchemy Society, Entrance - 8859]
Ill-fitted boulders jut at odd angles from the damp granite walls.  Even the ceiling looks a bit ramshackle here, as though the entry-way were built with speed more than safety in mind.  A slight draft blows from deep inside the building and carries a mixture of odd smells with it.  You also see a prestige board and an oak door.
Also here: Field Surgeon Remedi.
Obvious exits: south.

[go2]>go door

[The Crossing, Bank Street - 909]
The Moneylender's commands a breathtaking view of the River Oxenwaithe and its aquatic commerce flowing south towards the mighty Segoltha River and thence eastward to the sea.  From its top-floor windows the bankers can keep watch over the Traders' Guild to the west, and can view the low sprawling warehouses and docks to the south.  Directly across the river is a curious dwelling with a glass gazebo atop it.  You also see the Zoluren Alchemy Society Building and a well-used road leading to the Engineering Society Depot.
Obvious paths: east, west.
Remedi followed.

[go2]>east

You go east, leading your group.
[The Crossing, Gold Barque Quay - 910]
Several swank-looking private boats, gondolas and a few sleek, flat-bottomed river boats are tied up here.  A large log raft stands in dry dock on some stone pilings, ready to be put into service on those occasions when the floods of demonic weather cause the River Oxenwaithe to o'erflow its banks and wash out the town's two bridges or if invaders breach the town's defenses and set torch to them.  
Also here: Field Surgeon Remedi.
Obvious paths: southeast, south, west.

[go2]>south

You go south, leading your group.
[The Crossing, Drayhorse Trace - 911]
A long, fortified warehouse here extends to the west into Mercantile Street.  It looks more like some kind of military storehouse or armory.  Guards dressed in some kind of private uniforms discourage you from further satisfying your curiosity about the structure.  You turn your attention to the waters of the River Oxenwaithe, which from this spot is visible both to the north and the east, as it snakes its way southwards around this promontory.  
Also here: Field Surgeon Remedi.
Obvious paths: north, southeast, west.

[go2]>southeast

You go southeast, leading your group.
[The Crossing, Drayhorse Trace - 924]
The constant clamor of hooves on cobblestones echoes off the walls of the distribution centers, granaries, magazines, and storehouses that border the street in this part of town.  Horse-drawn flatbed wagons, mounted merchants on fine steeds, and carriages bearing regal ladies all clatter by, raising whorls of dust.  
Also here: Field Surgeon Remedi.
Obvious paths: east, northwest.

[go2]>east

You go east, leading your group.
[The Crossing, 3 Retainers' Crescent - 927]
The Longbow Bridge is due east, as the river flows beneath it, just at the edge of your vision.  To the south is the Shipyard and The Strand, a pleasant beach where the two rivers that define the life of the Crossing meet.  To the west are the commercial institutions that are the centers of trade and finance.  
Also here: Field Surgeon Remedi and Aldredn.
Obvious paths: north, south, west.

[go2]>south

Aldredn goes west.
You go south, leading your group.
[The Crossing, Chieftain Walk - 928]
This busy threeway is a vital link.  The Longbow Bridge feeds into it from the northeast, and the warehouse and dock district which stand to the south and west bustle with activity.  The commercial district to the northwest, and the pleasant and populous beach resort are to the southeast, just at the mouth of the River Oxenwaithe, where it empties into the Segoltha.  
Also here: Field Surgeon Remedi.
Obvious paths: north, southeast, southwest.

[go2]>go bridge

[The Crossing, Immortals' Approach - 741]
This stretch of road is wide and paved with smooth stone blocks.  Cherry trees in carved stone planters border the sweeping approach while softening the exterior walls surrounding the Temple grounds.  Flames brightly visible in the dark flare from the tops of three tall towers standing guard over the orb of the Main Temple.  Fragile walkways lash the towers to each other high above the orb.  You also see a high granite wall surrounding the temple grounds, the locked almsbox and the Longbow Bridge.
Also here: Slavic, Milseacht and Kibariye.
Obvious paths: northeast, northwest.
Remedi followed.

[go2]>northeast

You go northeast, leading your group.
[The Crossing, Hodierna Way - 732]
The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum.  The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name.  A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside.  You also see Forest Warden Hengwild, a big orange sign with a picture of a smiling Dwarf and a large parchment.
Also here: Field Surgeon Remedi.
Obvious paths: east, southwest, northwest.

[go2]>go bank

[First Provincial Bank, Lobby - 1901]
Marble tiled floors covered with heavy rugs and walls of polished jasper that gleam a cool blue mark this bank as solid and secure (and expensive).  An official money-changing booth is to one side and a row of tellers windows faces you.  Several guards, armed and armored, stand ready for trouble of any sort.  Near the tellers stands a table of fine wood for those who need to do some writing.  You also see the tellers' windows, a bucket of viscous gloop and a money-changer's booth.
Obvious exits: out.
Remedi followed.

[go2]>go window

[Provincial Bank, Teller - 1900]
A neat row of barred windows faces you along a marble counter.  Several patrons are already busy but there seems to be one window available.  The clerk smiles at you and beckons you over.  You also see a freshly painted sign.
Also here: Osurandana.
Obvious exits: out.
Remedi followed.

[go2: travel time: 0:00:05]

--- Lich: go2 has exited.

[workorders]>withdraw 5 gold

The clerk counts out 5 gold Kronars and hands them over, making a notation in her ledger.

[workorders]>get coal nugget from my backpack

What were you referring to?

[workorders]>get second coal nugget from my backpack

What were you referring to?

--- Lich: go2 active.

[go2: ETA: 0:00:03 (15 rooms to move through)]

[go2]>out

You go out, leading your group.
[First Provincial Bank, Lobby - 1901]
Marble tiled floors covered with heavy rugs and walls of polished jasper that gleam a cool blue mark this bank as solid and secure (and expensive).  An official money-changing booth is to one side and a row of tellers windows faces you.  Several guards, armed and armored, stand ready for trouble of any sort.  Near the tellers stands a table of fine wood for those who need to do some writing.  You also see the tellers' windows, a bucket of viscous gloop and a money-changer's booth.
Also here: Field Surgeon Remedi.
Obvious exits: out.

[go2]>out

You go out, leading your group.
[The Crossing, Hodierna Way - 732]
The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum.  The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name.  A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside.  You also see Forest Warden Hengwild, a big orange sign with a picture of a smiling Dwarf and a large parchment.
Also here: Field Surgeon Remedi.
Obvious paths: east, southwest, northwest.

[go2]>northwest

You go northwest, leading your group.
[The Crossing, Alamhif Trace - 733]
This pivotal junction connects many of the Crossing's key locations.  Blazing to the south in the night sky are the flames on the Temple's three towers, while the lights of Town Green and Town Hall can be seen off towards the north and northeast.  The babble of many languages, clan and guild and folk fill the air here, busy at every hour.  Travelers dressed in all manner of costume, garb and battle gear amble past, admiring the darkened outlines of the buildings, or looking about to get their bearings.  You also see the Carousel square.
Also here: Field Surgeon Remedi.
Obvious paths: north, southeast, west.

[go2]>north

You go north, leading your group.
[The Crossing, Lunat Shade Road - 753]
Majestic lunat trees line this byway, donated by the town's prosperous traders, a reminder of how their Guild delights in improving the quality of life for beings all over Elanthia.  One such wealthy merchant, though not as ostentatious as most, is Berolt, the dry goods dealer.  His venerable general store here outfits adventurers with all the basic necessities.  The row of trees on the north side of the street also serves to shade the south half of Town Green.  
Also here: Field Surgeon Remedi.
Obvious paths: north, east, south.

[go2]>north

You go north, leading your group.
[The Crossing, Town Green South - 792]
A gap in the stand of lunat trees leads south into Lunat Shade Road.  In that general direction the lights shining from Berolt's Dry Goods, the Town Hall, the soaring presence of the Temple, the Provincial Bank and other key structures can be seen.  A few loafers loll on the grass, watching those entering and leaving the green, or laying back to gaze at the night sky.  A lone nightingale serenades from the hedges bordering the park, unaware of its appreciative audience.  
Also here: Field Surgeon Remedi.
Obvious paths: north, northeast, east, south, west, northwest.

[go2]>north

You go north, leading your group.
[The Crossing, Town Green North - 788]
A small path of bent grass leads to a narrow stretch of cobblestones between the grass and the privet hedge that stands before Milgrym the Weaponsmith's.  The town's main source of serviceable arms, Milgrym does a good trade and has a solid reputation.  The stream of customers, though steady, seems careful not to disturb the usual tranquility of the facing greensward.  You also see a public listings board and the town green pond.
Also here: Field Surgeon Remedi.
Obvious paths: north, east, southeast, south, southwest, west.

[go2]>north

You run north, leading your group.
[The Crossing, Via Iltesh - 787]
The lane is quite narrow here, with the sides of the Armorer's and Weaponsmith's shops encroaching on the path itself.  Their huddling structures and the shady hedges and lunats that form this northern boundary of the Town Green cause slippery moss to grow upon the cobblestones and cast a cool, damp pall over this end of the street.  
Also here: Field Surgeon Remedi.
Obvious paths: north, south.

[go2]>north

You run north, leading your group.
[The Crossing, Via Iltesh - 786]
This small lane off of Clanthew Boulevard narrows to the south and grows wider as it leads north into the main road, giving it a shape reminiscent of the blade of a huge greatsword.  Due south you can see the verdant border of the Town Green and the shops of the Weaponsmith and Armorer.  To the northeast is the dome of the Champions' Arena and to the west, the three-story colonnades of the Academy dominate the skyline.  You also see a town guard.
Also here: Field Surgeon Remedi.
Obvious paths: north, south.

[go2]>north

You run north, leading your group.
[The Crossing, Clanthew Boulevard - 768]
The cobblestones here are grey and flecked with crystals that sparkle as you move along the boulevard.  High walls over which loom still higher structures with shuttered, mute windows that face the street and baked tile roofs, indicate you are passing through one of the wealthier residential sections of the Crossing.  You also see a grand stone archway with a bronze plaque on it and a small hut with a grey raven perched on the roof.
Also here: Field Surgeon Remedi and Blaytox.
Obvious paths: east, south, west.

[go2]>east

Blaytox runs south.
You run east, leading your group.
[The Crossing, Clanthew Boulevard - 767]
Intimidatingly large passersby crowd around you, and you gulp as you notice most of the men and women here of all races tower above their average counterparts.  They also tend to dress differently - fully equipped, even in the midst of the city - in leathers, hide and armor, weapons drawn or at the ready over shoulders or at their sides.  Carefully you make your way through the throng, since something tells you this would not be a good spot to step on anyone's toes.  You also see a city meeting hall.
Also here: Field Surgeon Remedi.
Obvious paths: east, south, west.

[go2]>east

You run east, leading your group.
[The Crossing, Champions' Square - 766]
Statues of famous barbarians and arena champions form an arcade leading to the arched steel-clad door of the Barbarians' Guild.  The building itself is high and massive, and the roof rises into a dome towards the east, covering the Champions' Arena.  Through narrow, slit windows you can hear the clang of weapon on shield, and the voice of the trainers barking out instructions to the would-be fighters, gladiators, knights and mercenaries within.  You also see a sturdy stone structure.
Also here: Field Surgeon Remedi.
Obvious paths: north, south, west.

[go2]>south

You run south, leading your group.
[The Crossing, Trothfang Street - 760]
Due north you see the square that marks the entrance to the Barbarians' Guild, with its arcade of caryatides and telamones, life-size and lifelike sculptures of former female and male Arena Champions.  The covered entryway to the Arena is dead ahead to the east, while beyond that rise the town walls.  You also see a glowing forge, a large waste bucket, a slack tub filled with water, a pile of fuel, an iron anvil with an unfinished bronze horseshoe on it and the Crossing Forging Society Building.
Also here: Field Surgeon Remedi.
Obvious paths: north, east.

[go2]>go building

[Forging Society, Book Store - 8771]
Freshly chiseled granite walls surround an area where forgers can quickly resupply.  A passageway covered by a leather flap pierces the wall to the south, and from the passage resound the clangs of an anvil chorus.  A simple wooden door leads back outside.  You also see a large sign and a prestige board.
Also here: Selmo.
Obvious exits: south.
Remedi followed.
Selmo goes south.

[go2]>south

You run south, leading your group.
[Forging Society, Lobby and Maker's Mark Ordering - 8772]
A chamber with stone walls and a lofty, vaulted ceiling links the rooms of the forge.  Its high arches help to subdue the clangor, letting it rise and echo in the space overhead.  Waves of heat and flickering reddish light from the foundries to the west strive with the scream of the grindstones to the east and the pounding din of metal on metal from the smithies to the south.  You also see a blacksmithing chart hanging from the wall, a weaponsmithing chart hanging from the wall, an armorsmithing chart hanging from the wall and a large sign.
Also here: Field Surgeon Remedi and Selmo.
Obvious exits: north, east, south, west.

[go2]>south

You run south, leading your group.
[Forging Society, Supplies - 8775]
A chamber with stone walls and a lofty, vaulted ceiling links the rooms of the forge.  Its high arches help to subdue the clangor, letting it rise and echo in the space overhead.  Waves of heat and flickering reddish light from the foundries to the west strive with the scream of the grindstones to the east and the pounding din of metal on metal from the smithies to the south.  You also see an eastern arch, a western arch, a central arch and a large sign.
Also here: Field Surgeon Remedi.
Obvious exits: north.

[go2: travel time: 0:00:06]

--- Lich: go2 has exited.

Selmo just arrived.

[workorders]>order 2

The attendant says, "You can purchase a massive coal nugget for 212 Kronars.  Just order it again and we'll see it done!"
Selmo goes north.

[workorders]>order 2

The attendant takes some coins from you and hands you a massive coal nugget.

[workorders]>put my coal nugget in my backpack

You put your nugget in your backpack.

[workorders]>get water from my backpack

What were you referring to?

--- Lich: go2 active.

[go2: ETA: 0:00:04 (24 rooms to move through)]

[go2]>north

You go north, leading your group.
[Forging Society, Lobby and Maker's Mark Ordering - 8772]
A chamber with stone walls and a lofty, vaulted ceiling links the rooms of the forge.  Its high arches help to subdue the clangor, letting it rise and echo in the space overhead.  Waves of heat and flickering reddish light from the foundries to the west strive with the scream of the grindstones to the east and the pounding din of metal on metal from the smithies to the south.  You also see a blacksmithing chart hanging from the wall, a weaponsmithing chart hanging from the wall, an armorsmithing chart hanging from the wall and a large sign.
Also here: Field Surgeon Remedi.
Obvious exits: north, east, south, west.

[go2]>north

You go north, leading your group.
[Forging Society, Book Store - 8771]
Freshly chiseled granite walls surround an area where forgers can quickly resupply.  A passageway covered by a leather flap pierces the wall to the south, and from the passage resound the clangs of an anvil chorus.  A simple wooden door leads back outside.  You also see a large sign and a prestige board.
Also here: Field Surgeon Remedi.
Obvious exits: south.

[go2]>go door

[The Crossing, Trothfang Street - 760]
Due north you see the square that marks the entrance to the Barbarians' Guild, with its arcade of caryatides and telamones, life-size and lifelike sculptures of former female and male Arena Champions.  The covered entryway to the Arena is dead ahead to the east, while beyond that rise the town walls.  You also see a glowing forge, a large waste bucket, a slack tub filled with water, a pile of fuel, an iron anvil with an unfinished bronze horseshoe on it and the Crossing Forging Society Building.
Obvious paths: north, east.
Remedi followed.

[go2]>north

You go north, leading your group.
[The Crossing, Champions' Square - 766]
Statues of famous barbarians and arena champions form an arcade leading to the arched steel-clad door of the Barbarians' Guild.  The building itself is high and massive, and the roof rises into a dome towards the east, covering the Champions' Arena.  Through narrow, slit windows you can hear the clang of weapon on shield, and the voice of the trainers barking out instructions to the would-be fighters, gladiators, knights and mercenaries within.  You also see a sturdy stone structure.
Also here: Field Surgeon Remedi.
Obvious paths: north, south, west.

[go2]>west

You go west, leading your group.
[The Crossing, Clanthew Boulevard - 767]
Intimidatingly large passersby crowd around you, and you gulp as you notice most of the men and women here of all races tower above their average counterparts.  They also tend to dress differently - fully equipped, even in the midst of the city - in leathers, hide and armor, weapons drawn or at the ready over shoulders or at their sides.  Carefully you make your way through the throng, since something tells you this would not be a good spot to step on anyone's toes.  You also see a city meeting hall.
Also here: Field Surgeon Remedi.
Obvious paths: east, south, west.

[go2]>west

Priest Twinstar just arrived.
You go west, leading your group.
[The Crossing, Clanthew Boulevard - 768]
The cobblestones here are grey and flecked with crystals that sparkle as you move along the boulevard.  High walls over which loom still higher structures with shuttered, mute windows that face the street and baked tile roofs, indicate you are passing through one of the wealthier residential sections of the Crossing.  You also see a town guard, a grand stone archway with a bronze plaque on it and a small hut with a grey raven perched on the roof.
Also here: Field Surgeon Remedi.
Obvious paths: east, south, west.

[go2]>south

You go south, leading your group.
[The Crossing, Via Iltesh - 786]
This small lane off of Clanthew Boulevard narrows to the south and grows wider as it leads north into the main road, giving it a shape reminiscent of the blade of a huge greatsword.  Due south you can see the verdant border of the Town Green and the shops of the Weaponsmith and Armorer.  To the northeast is the dome of the Champions' Arena and to the west, the three-story colonnades of the Academy dominate the skyline.  
Also here: Field Surgeon Remedi.
Obvious paths: north, south.

[go2]>south

You go south, leading your group.
[The Crossing, Via Iltesh - 787]
The lane is quite narrow here, with the sides of the Armorer's and Weaponsmith's shops encroaching on the path itself.  Their huddling structures and the shady hedges and lunats that form this northern boundary of the Town Green cause slippery moss to grow upon the cobblestones and cast a cool, damp pall over this end of the street.  
Also here: Field Surgeon Remedi.
Obvious paths: north, south.

[go2]>south

You go south, leading your group.
[The Crossing, Town Green North - 788]
A small path of bent grass leads to a narrow stretch of cobblestones between the grass and the privet hedge that stands before Milgrym the Weaponsmith's.  The town's main source of serviceable arms, Milgrym does a good trade and has a solid reputation.  The stream of customers, though steady, seems careful not to disturb the usual tranquility of the facing greensward.  You also see a public listings board and the town green pond.
Also here: Field Surgeon Remedi.
Obvious paths: north, east, southeast, south, southwest, west.

[go2]>south

You run south, leading your group.
[The Crossing, Town Green South - 792]
A gap in the stand of lunat trees leads south into Lunat Shade Road.  In that general direction the lights shining from Berolt's Dry Goods, the Town Hall, the soaring presence of the Temple, the Provincial Bank and other key structures can be seen.  A few loafers loll on the grass, watching those entering and leaving the green, or laying back to gaze at the night sky.  A lone nightingale serenades from the hedges bordering the park, unaware of its appreciative audience.  
Also here: Field Surgeon Remedi.
Obvious paths: north, northeast, east, south, west, northwest.

[go2]>south

You run south, leading your group.
[The Crossing, Lunat Shade Road - 753]
Majestic lunat trees line this byway, donated by the town's prosperous traders, a reminder of how their Guild delights in improving the quality of life for beings all over Elanthia.  One such wealthy merchant, though not as ostentatious as most, is Berolt, the dry goods dealer.  His venerable general store here outfits adventurers with all the basic necessities.  The row of trees on the north side of the street also serves to shade the south half of Town Green.  
Also here: Field Surgeon Remedi.
Obvious paths: north, east, south.

[go2]>south

You run south, leading your group.
[The Crossing, Alamhif Trace - 733]
This pivotal junction connects many of the Crossing's key locations.  Blazing to the south in the night sky are the flames on the Temple's three towers, while the lights of Town Green and Town Hall can be seen off towards the north and northeast.  The babble of many languages, clan and guild and folk fill the air here, busy at every hour.  Travelers dressed in all manner of costume, garb and battle gear amble past, admiring the darkened outlines of the buildings, or looking about to get their bearings.  You also see the Carousel square.
Also here: Field Surgeon Remedi.
Obvious paths: north, southeast, west.

[go2]>southeast

You run southeast, leading your group.
[The Crossing, Hodierna Way - 732]
The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum.  The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name.  A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside.  You also see Forest Warden Hengwild, a big orange sign with a picture of a smiling Dwarf and a large parchment.
Also here: Field Surgeon Remedi.
Obvious paths: east, southwest, northwest.

[go2]>southwest

You run southwest, leading your group.
[The Crossing, Immortals' Approach - 741]
This stretch of road is wide and paved with smooth stone blocks.  Cherry trees in carved stone planters border the sweeping approach while softening the exterior walls surrounding the Temple grounds.  Flames brightly visible in the dark flare from the tops of three tall towers standing guard over the orb of the Main Temple.  Fragile walkways lash the towers to each other high above the orb.  You also see a high granite wall surrounding the temple grounds, the locked almsbox and the Longbow Bridge.
Also here: Field Surgeon Remedi, Milseacht and Kibariye.
Obvious paths: northeast, northwest.

[go2]>go bridge

[The Crossing, Chieftain Walk - 928]
This busy threeway is a vital link.  The Longbow Bridge feeds into it from the northeast, and the warehouse and dock district which stand to the south and west bustle with activity.  The commercial district to the northwest, and the pleasant and populous beach resort are to the southeast, just at the mouth of the River Oxenwaithe, where it empties into the Segoltha.  
Obvious paths: north, southeast, southwest.
Remedi followed.

[go2]>north

You go north, leading your group.
[The Crossing, 3 Retainers' Crescent - 927]
The Longbow Bridge is due east, as the river flows beneath it, just at the edge of your vision.  To the south is the Shipyard and The Strand, a pleasant beach where the two rivers that define the life of the Crossing meet.  To the west are the commercial institutions that are the centers of trade and finance.  
Also here: Field Surgeon Remedi.
Obvious paths: north, south, west.

[go2]>west

You go west, leading your group.
[The Crossing, Drayhorse Trace - 924]
The constant clamor of hooves on cobblestones echoes off the walls of the distribution centers, granaries, magazines, and storehouses that border the street in this part of town.  Horse-drawn flatbed wagons, mounted merchants on fine steeds, and carriages bearing regal ladies all clatter by, raising whorls of dust.  
Also here: Field Surgeon Remedi.
Obvious paths: east, northwest.

[go2]>northwest

You go northwest, leading your group.
[The Crossing, Drayhorse Trace - 911]
A long, fortified warehouse here extends to the west into Mercantile Street.  It looks more like some kind of military storehouse or armory.  Guards dressed in some kind of private uniforms discourage you from further satisfying your curiosity about the structure.  You turn your attention to the waters of the River Oxenwaithe, which from this spot is visible both to the north and the east, as it snakes its way southwards around this promontory.  
Also here: Field Surgeon Remedi.
Obvious paths: north, southeast, west.

[go2]>north

You go north, leading your group.
[The Crossing, Gold Barque Quay - 910]
Several swank-looking private boats, gondolas and a few sleek, flat-bottomed river boats are tied up here.  A large log raft stands in dry dock on some stone pilings, ready to be put into service on those occasions when the floods of demonic weather cause the River Oxenwaithe to o'erflow its banks and wash out the town's two bridges or if invaders breach the town's defenses and set torch to them.  
Also here: Field Surgeon Remedi.
Obvious paths: southeast, south, west.

[go2]>west

You go west, leading your group.
[The Crossing, Bank Street - 909]
The Moneylender's commands a breathtaking view of the River Oxenwaithe and its aquatic commerce flowing south towards the mighty Segoltha River and thence eastward to the sea.  From its top-floor windows the bankers can keep watch over the Traders' Guild to the west, and can view the low sprawling warehouses and docks to the south.  Directly across the river is a curious dwelling with a glass gazebo atop it.  You also see the Zoluren Alchemy Society Building and a well-used road leading to the Engineering Society Depot.
Also here: Field Surgeon Remedi.
Obvious paths: east, west.

[go2]>go buil

[Alchemy Society, Entrance - 8859]
Ill-fitted boulders jut at odd angles from the damp granite walls.  Even the ceiling looks a bit ramshackle here, as though the entry-way were built with speed more than safety in mind.  A slight draft blows from deep inside the building and carries a mixture of odd smells with it.  You also see a prestige board and an oak door.
Obvious exits: south.
Remedi followed.

[go2]>south

You go south, leading your group.
[Alchemy Society, Tool Shop - 8860]
Tall oak supply crates flank an extended counter displaying various alchemical tools for sale.  A pair of robed individuals rush about helping customers restock.  You notice the overwhelming combination of smells is somewhat reduced here.  You also see Alchemy Society Master Lanshado, a clerk, a dry press, a sturdy low counter with a small placard on it, a large sign and a plant grinder.
Also here: Field Surgeon Remedi and Zerzio.
Obvious exits: north, south.

[go2]>south

You go south, leading your group.
[Alchemy Society, Bookstore - 8861]
A haze of dust permeates the air and casts a glow about the wall torches.  A large bookshelf rests against the back wall and a robed figure scurries up and down a ladder to sell tomes and recipes to interested patrons.  You also see a large sign.
Also here: Field Surgeon Remedi.
Obvious exits: north, south.

[go2]>south

You go south, leading your group.
[Alchemy Society, Supplies - 8862]
A pungent odor combines with the powder-filled air to make breathing here more difficult.  Racks of spices, herbs, plants and other materials line the walls as attendants scurry about helping customers.  Pewter trays in each corner hold burning incense sticks.  Despite the size and large amount of smoke wafting from each stick, it is nearly impossible to detect even a hint of their scent.  You also see a dry press, a large sign and a plant grinder.
Also here: Field Surgeon Remedi.
Obvious exits: north, south.

[go2: travel time: 0:00:11]

--- Lich: go2 has exited.

[workorders]>order 1

The attendant says, "You can purchase 10 splashes of water for 62 Kronars.  Just order it again and we'll see it done!"

[workorders]>order 1

The attendant takes some coins from you and hands you 10 splashes of water.

[workorders]>put my water in my backpack

You put your water in your backpack.

[workorders]>order 1

The attendant says, "You can purchase 10 splashes of water for 62 Kronars.  Just order it again and we'll see it done!"

[workorders]>order 1

The attendant takes some coins from you and hands you 10 splashes of water.

[workorders]>put my water in my backpack

You put your water in your backpack.

[workorders]>get water from backpack

You get some water from inside your backpack.

[workorders]>get water from backpack

You get some water from inside your backpack.

[workorders]>combine water

You combine some water with some water.

[workorders]>stow right

You put your water in your backpack.

[workorders]>tap my first georin in my backpack

I could not find what you were referring to.

[workorders]>tap my first georin in my backpack

I could not find what you were referring to.

[workorders]>order 7

The attendant says, "You can purchase (25 pieces) dried georin for 437 Kronars.  Just order it again and we'll see it done!"

[workorders]>order 7

The attendant takes some coins from you and hands you (25 pieces) dried georin.

[workorders]>put my dried georin in my backpack

You put your georin in your backpack.

[workorders]>order 7

The attendant says, "You can purchase (25 pieces) dried georin for 437 Kronars.  Just order it again and we'll see it done!"

[workorders]>order 7

The attendant takes some coins from you and hands you (25 pieces) dried georin.

[workorders]>put my dried georin in my backpack

You put your georin in your backpack.

--- Lich: remedy active.

[remedy]>get remed book

You get a book of journeyman remedy instructions from inside your backpack.

[remedy]>turn my book to chapter 3

You turn your book to chapter 3, entitled "External Wound Remedies".

[remedy]>read my book

              -=    Chapter 3 : External Wound Remedies    =-

 Page 1: some head salve                         Page 10: some chest ungent
 Page 2: some chest salve                        Page 11: some abdominal ungent
 Page 3: some abdominal salve                    Page 12: some neck ungent
 Page 4: some neck salve                         Page 13: some eye ungent
 Page 5: some eye salve                          Page 14: some back ungent
 Page 6: some back salve                         Page 15: some limb ungent
 Page 7: some limb salve                         Page 16: some skin ungent
 Page 8: some skin salve                         
 Page 9: some head ungent                        

[remedy]>turn my book to page 4

You turn your book to page 4, instructions for crafting some neck salve.

[remedy]>study my book

You scan the neck salve instructions with a glance and completely understand all facets of the design.
You now feel ready to begin the crafting process.
Roundtime: 4 sec.

[remedy]>put my book in my backpack

You put your book in your backpack.

[remedy]>untie my mortar from my alchemist's belt

Untie what?

[remedy]>get my georin

You get some dried georin from inside your backpack.

[remedy]>put georin in my mortar

You put your georin in the iron mortar which is inside your backpack.

[remedy]>put my georin in my backpack

What were you referring to?

[remedy]>untie my mortar from my alchemist's belt

Untie what?

[remedy]>get my georin

You get some dried georin from inside your backpack.

[remedy]>put georin in my mortar

The mortar already has something in it.  Perhaps you should remove this first?

[remedy]>tilt my mortar

You grab the mortar and prepare to dump it out.

[Do you really want to destroy the mortar's contents?  Tilt it one more time to empty them out.]

[remedy]>tilt my mortar

You grab the mortar and toss the contents away.
Roundtime: 2 sec.

[remedy]>put georin in my mortar

You put your georin in the iron mortar which is inside your backpack.

[remedy]>put my georin in my backpack

What were you referring to?

[remedy]>untie my pestle from my alchemist's belt

You remove an iron pestle from your alchemist's belt.

[remedy]>crush my georin with my pestle

Crush what?

[remedy: *** No match was found after 15 seconds, dumping info]

[remedy: messages seen length: 1]

[remedy: message: Crush what?]

[remedy: checked against [/You need another splash of water/i, /You need another splash of alcohol/i, /You toss the/i, /Upon completion you see some particulate clouding up the mixture./i, /You need another prepared herb/i, /begins to transition colors/i, /You need another catalyst material/i, /Once finished you notice clumps of material/i, /With short strokes you crush/i, /Applying the final touches/i, /That tool does not seem suitable for that task./i, /You vigorously rub/i, /Patiently you wait a few moments and then proceed/i, /Interesting thought really... but no./i, /You need to be holding the pestle first./i, /The mortar can only hold 25 pieces of material./i, /You spin your/i, /You slowly filter/i]]

[remedy]>crush my georin with my pestle

Crush what?
>get mor
You get an iron mortar from inside your backpack.

[remedy: *** No match was found after 15 seconds, dumping info]

[remedy: messages seen length: 2]

[remedy: message: Crush what?]

[remedy: message: You get an iron mortar from inside your backpack.]

[remedy: checked against [/You need another splash of water/i, /You need another splash of alcohol/i, /You toss the/i, /Upon completion you see some particulate clouding up the mixture./i, /You need another prepared herb/i, /begins to transition colors/i, /You need another catalyst material/i, /Once finished you notice clumps of material/i, /With short strokes you crush/i, /Applying the final touches/i, /That tool does not seem suitable for that task./i, /You vigorously rub/i, /Patiently you wait a few moments and then proceed/i, /Interesting thought really... but no./i, /You need to be holding the pestle first./i, /The mortar can only hold 25 pieces of material./i, /You spin your/i, /You slowly filter/i]]

[remedy]>crush my georin with my pestle

With short strokes you crush some unfinished georin salve with your pestle.  The work proceeds as planned without any mistakes whatsoever.

Upon completion you see some particulate clouding up the mixture.
Roundtime: 14 sec.

You need another splash of water to continue crafting some unfinished georin salve.  You believe you can just pour or put it inside the mortar and continue crushing the unfinished remedy inside.

[Ingredients can be added by putting them with the unfinished item and continuing to craft.]
>look in mor
In the iron mortar you see some unfinished georin salve.
>stow pes
...wait 2 seconds.

[remedy]>analyze my salve

You analyze the georin salve and learn more about its construction.
When crafting is complete this will be a type of external neck wound remedy.
A thick froth coats the mixture.  To avoid having this affect the preparation you should push the salve with a sieve to skim off the material.
From the progress so far, it looks like the salve is masterfully-crafted (12/12).
Roundtime: 6 sec.

[remedy]>tie my iron mortar to my alchemist's belt

You attach an iron mortar to your alchemist's belt.

[remedy]>untie my sieve from my alchemist's belt

You remove an oblong darkstone wire sieve with a tempered finish from your alchemist's belt.

[remedy]>push my salve with my sieve

I don't think pushing that would have any effect.

[remedy: *** No match was found after 15 seconds, dumping info]

[remedy: messages seen length: 1]

[remedy: message: I don't think pushing that would have any effect.]

[remedy: checked against [/You need another splash of water/i, /You need another splash of alcohol/i, /You toss the/i, /Upon completion you see some particulate clouding up the mixture./i, /You need another prepared herb/i, /begins to transition colors/i, /You need another catalyst material/i, /Once finished you notice clumps of material/i, /With short strokes you crush/i, /Applying the final touches/i, /That tool does not seem suitable for that task./i, /You vigorously rub/i, /Patiently you wait a few moments and then proceed/i, /Interesting thought really... but no./i, /You need to be holding the pestle first./i, /The mortar can only hold 25 pieces of material./i, /You spin your/i, /You slowly filter/i]]

[remedy]>push my salve with my sieve

I don't think pushing that would have any effect.

[remedy: *** No match was found after 15 seconds, dumping info]

[remedy: messages seen length: 1]

[remedy: message: I don't think pushing that would have any effect.]

[remedy: checked against [/You need another splash of water/i, /You need another splash of alcohol/i, /You toss the/i, /Upon completion you see some particulate clouding up the mixture./i, /You need another prepared herb/i, /begins to transition colors/i, /You need another catalyst material/i, /Once finished you notice clumps of material/i, /With short strokes you crush/i, /Applying the final touches/i, /That tool does not seem suitable for that task./i, /You vigorously rub/i, /Patiently you wait a few moments and then proceed/i, /Interesting thought really... but no./i, /You need to be holding the pestle first./i, /The mortar can only hold 25 pieces of material./i, /You spin your/i, /You slowly filter/i]]

[remedy]>push my salve with my sieve

I don't think pushing that would have any effect.

[remedy: *** No match was found after 15 seconds, dumping info]

[remedy: messages seen length: 1]

[remedy: message: I don't think pushing that would have any effect.]

[remedy: checked against [/You need another splash of water/i, /You need another splash of alcohol/i, /You toss the/i, /Upon completion you see some particulate clouding up the mixture./i, /You need another prepared herb/i, /begins to transition colors/i, /You need another catalyst material/i, /Once finished you notice clumps of material/i, /With short strokes you crush/i, /Applying the final touches/i, /That tool does not seem suitable for that task./i, /You vigorously rub/i, /Patiently you wait a few moments and then proceed/i, /Interesting thought really... but no./i, /You need to be holding the pestle first./i, /The mortar can only hold 25 pieces of material./i, /You spin your/i, /You slowly filter/i]]

[remedy]>push my salve with my sieve

I don't think pushing that would have any effect.

Dartellum commented 8 years ago

The change for qun pollen is not pushed yet.

Regards, Dr. Walter Wesley "Wes" Snyder V 484-300-4833 (h) 484-431-3355 (m) 484-302-7006 (f)

On 10/10/2016 04:32 PM, Aurayn wrote:

still not working....

;workorders "remedies"
Remedi stops teaching and looks around quietly.

--- Lich: go2 active.

[go2: ETA: 0:00:02 (10 rooms to move through)]

[go2]>out

You go out, leading your group. [First Provincial Bank, Lobby - 1901] Marble tiled floors covered with heavy rugs and walls of polished jasper that gleam a cool blue mark this bank as solid and secure (and expensive). An official money-changing booth is to one side and a row of tellers windows faces you. Several guards, armed and armored, stand ready for trouble of any sort. Near the tellers stands a table of fine wood for those who need to do some writing. You also see the tellers' windows, a bucket of viscous gloop and a money-changer's booth. Also here: Field Surgeon Remedi. Obvious exits: out.

[go2]>out

You go out, leading your group. [The Crossing, Hodierna Way - 732] The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum. The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name. A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside. You also see Forest Warden Hengwild, a big orange sign with a picture of a smiling Dwarf and a large parchment. Also here: Field Surgeon Remedi. Obvious paths: east, southwest, northwest.

[go2]>southwest

Bigbop just arrived. You go southwest, leading your group. [The Crossing, Immortals' Approach - 741] This stretch of road is wide and paved with smooth stone blocks. Cherry trees in carved stone planters border the sweeping approach while softening the exterior walls surrounding the Temple grounds. Flames brightly visible in the dark flare from the tops of three tall towers standing guard over the orb of the Main Temple. Fragile walkways lash the towers to each other high above the orb. You also see a high granite wall surrounding the temple grounds, the locked almsbox and the Longbow Bridge. Also here: Field Surgeon Remedi, Milseacht and Kibariye. Obvious paths: northeast, northwest.

[go2]>go bridge

Bigbop just arrived. [The Crossing, Chieftain Walk - 928] This busy threeway is a vital link. The Longbow Bridge feeds into it from the northeast, and the warehouse and dock district which stand to the south and west bustle with activity. The commercial district to the northwest, and the pleasant and populous beach resort are to the southeast, just at the mouth of the River Oxenwaithe, where it empties into the Segoltha.

Obvious paths: north, southeast, southwest. Remedi followed.

[go2]>north

Bigbop came across the Longbow Bridge. You go north, leading your group. [The Crossing, 3 Retainers' Crescent - 927] The Longbow Bridge is due east, as the river flows beneath it, just at the edge of your vision. To the south is the Shipyard and The Strand, a pleasant beach where the two rivers that define the life of the Crossing meet. To the west are the commercial institutions that are the centers of trade and finance.

Also here: Field Surgeon Remedi. Obvious paths: north, south, west.

[go2]>west

Bigbop just arrived. You go west, leading your group. [The Crossing, Drayhorse Trace - 924] The constant clamor of hooves on cobblestones echoes off the walls of the distribution centers, granaries, magazines, and storehouses that border the street in this part of town. Horse-drawn flatbed wagons, mounted merchants on fine steeds, and carriages bearing regal ladies all clatter by, raising whorls of dust.

Also here: Field Surgeon Remedi. Obvious paths: east, northwest.

[go2]>northwest

Bigbop just arrived. You go northwest, leading your group. [The Crossing, Drayhorse Trace - 911] A long, fortified warehouse here extends to the west into Mercantile Street. It looks more like some kind of military storehouse or armory. Guards dressed in some kind of private uniforms discourage you from further satisfying your curiosity about the structure. You turn your attention to the waters of the River Oxenwaithe, which from this spot is visible both to the north and the east, as it snakes its way southwards around this promontory.

Also here: Field Surgeon Remedi. Obvious paths: north, southeast, west. Bigbop just arrived.

[go2]>north

Pidulz just arrived. Bigbop runs north. You go north, leading your group. [The Crossing, Gold Barque Quay - 910] Several swank-looking private boats, gondolas and a few sleek, flat-bottomed river boats are tied up here. A large log raft stands in dry dock on some stone pilings, ready to be put into service on those occasions when the floods of demonic weather cause the River Oxenwaithe to o'erflow its banks and wash out the town's two bridges or if invaders breach the town's defenses and set torch to them.

Also here: Field Surgeon Remedi and Bigbop. Obvious paths: southeast, south, west.

[go2]>west

Bigbop runs west. You run west, leading your group. [The Crossing, Bank Street - 909] The Moneylender's commands a breathtaking view of the River Oxenwaithe and its aquatic commerce flowing south towards the mighty Segoltha River and thence eastward to the sea. From its top-floor windows the bankers can keep watch over the Traders' Guild to the west, and can view the low sprawling warehouses and docks to the south. Directly across the river is a curious dwelling with a glass gazebo atop it. You also see the Zoluren Alchemy Society Building and a well-used road leading to the Engineering Society Depot. Also here: Field Surgeon Remedi and Bigbop. Obvious paths: east, west.

[go2]>go buil

Bigbop runs west. [Alchemy Society, Entrance - 8859] Ill-fitted boulders jut at odd angles from the damp granite walls. Even the ceiling looks a bit ramshackle here, as though the entry-way were built with speed more than safety in mind. A slight draft blows from deep inside the building and carries a mixture of odd smells with it. You also see a prestige board and an oak door. Obvious exits: south. Remedi followed.

[go2: travel time: 0:00:04]

--- Lich: go2 has exited.

--- Lich: go2 active.

[go2: ETA: 0:00:00 (1 rooms to move through)]

[go2]>south

You run south, leading your group. [Alchemy Society, Tool Shop - 8860] Tall oak supply crates flank an extended counter displaying various alchemical tools for sale. A pair of robed individuals rush about helping customers restock. You notice the overwhelming combination of smells is somewhat reduced here. You also see Alchemy Society Master Lanshado, a clerk, a dry press, a sturdy low counter with a small placard on it, a large sign and a plant grinder. Also here: Field Surgeon Remedi. Obvious exits: north, south.

[go2: travel time: 0:00:00]

--- Lich: go2 has exited.

[workorders]>get my alchemy logbook

You get an alchemy work order logbook from inside your backpack.

[workorders]>ask Lanshado for challenging remedies work

Lanshado shuffles through some notes and says, "Alright, this is an order for some wart salve. I need 4 stacks (5 uses each) of superior quality, made from any material and due in 125 roisaen. Please complete the items, bundle them with your logbook and then give me the logbook to complete this order. Good luck!"

You seem to recall this item being somewhere in chapter 2 of the instruction book.

[workorders]>ask Lanshado for challenging remedies work

Lanshado shuffles through some notes and says, "Alright, this is an order for some neck salve. I need 2 stacks (5 uses each) of superior quality, made from any material and due in 65 roisaen. Please complete the items, bundle them with your logbook and then give me the logbook to complete this order. Good luck!"

You seem to recall this item being somewhere in chapter 3 of the instruction book.

[workorders]>put my logbook in my backpack

You put your logbook in your backpack.

[workorders]>wealth kronars

No Kronars.

--- Lich: go2 active.

[go2: ETA: 0:00:02 (11 rooms to move through)]

[go2]>north

You go north, leading your group. [Alchemy Society, Entrance - 8859] Ill-fitted boulders jut at odd angles from the damp granite walls. Even the ceiling looks a bit ramshackle here, as though the entry-way were built with speed more than safety in mind. A slight draft blows from deep inside the building and carries a mixture of odd smells with it. You also see a prestige board and an oak door. Also here: Field Surgeon Remedi. Obvious exits: south.

[go2]>go door

[The Crossing, Bank Street - 909] The Moneylender's commands a breathtaking view of the River Oxenwaithe and its aquatic commerce flowing south towards the mighty Segoltha River and thence eastward to the sea. From its top-floor windows the bankers can keep watch over the Traders' Guild to the west, and can view the low sprawling warehouses and docks to the south. Directly across the river is a curious dwelling with a glass gazebo atop it. You also see the Zoluren Alchemy Society Building and a well-used road leading to the Engineering Society Depot. Obvious paths: east, west. Remedi followed.

[go2]>east

You go east, leading your group. [The Crossing, Gold Barque Quay - 910] Several swank-looking private boats, gondolas and a few sleek, flat-bottomed river boats are tied up here. A large log raft stands in dry dock on some stone pilings, ready to be put into service on those occasions when the floods of demonic weather cause the River Oxenwaithe to o'erflow its banks and wash out the town's two bridges or if invaders breach the town's defenses and set torch to them.

Also here: Field Surgeon Remedi. Obvious paths: southeast, south, west.

[go2]>south

You go south, leading your group. [The Crossing, Drayhorse Trace - 911] A long, fortified warehouse here extends to the west into Mercantile Street. It looks more like some kind of military storehouse or armory. Guards dressed in some kind of private uniforms discourage you from further satisfying your curiosity about the structure. You turn your attention to the waters of the River Oxenwaithe, which from this spot is visible both to the north and the east, as it snakes its way southwards around this promontory.

Also here: Field Surgeon Remedi. Obvious paths: north, southeast, west.

[go2]>southeast

You go southeast, leading your group. [The Crossing, Drayhorse Trace - 924] The constant clamor of hooves on cobblestones echoes off the walls of the distribution centers, granaries, magazines, and storehouses that border the street in this part of town. Horse-drawn flatbed wagons, mounted merchants on fine steeds, and carriages bearing regal ladies all clatter by, raising whorls of dust.

Also here: Field Surgeon Remedi. Obvious paths: east, northwest.

[go2]>east

You go east, leading your group. [The Crossing, 3 Retainers' Crescent - 927] The Longbow Bridge is due east, as the river flows beneath it, just at the edge of your vision. To the south is the Shipyard and The Strand, a pleasant beach where the two rivers that define the life of the Crossing meet. To the west are the commercial institutions that are the centers of trade and finance.

Also here: Field Surgeon Remedi and Aldredn. Obvious paths: north, south, west.

[go2]>south

Aldredn goes west. You go south, leading your group. [The Crossing, Chieftain Walk - 928] This busy threeway is a vital link. The Longbow Bridge feeds into it from the northeast, and the warehouse and dock district which stand to the south and west bustle with activity. The commercial district to the northwest, and the pleasant and populous beach resort are to the southeast, just at the mouth of the River Oxenwaithe, where it empties into the Segoltha.

Also here: Field Surgeon Remedi. Obvious paths: north, southeast, southwest.

[go2]>go bridge

[The Crossing, Immortals' Approach - 741] This stretch of road is wide and paved with smooth stone blocks. Cherry trees in carved stone planters border the sweeping approach while softening the exterior walls surrounding the Temple grounds. Flames brightly visible in the dark flare from the tops of three tall towers standing guard over the orb of the Main Temple. Fragile walkways lash the towers to each other high above the orb. You also see a high granite wall surrounding the temple grounds, the locked almsbox and the Longbow Bridge. Also here: Slavic, Milseacht and Kibariye. Obvious paths: northeast, northwest. Remedi followed.

[go2]>northeast

You go northeast, leading your group. [The Crossing, Hodierna Way - 732] The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum. The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name. A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside. You also see Forest Warden Hengwild, a big orange sign with a picture of a smiling Dwarf and a large parchment. Also here: Field Surgeon Remedi. Obvious paths: east, southwest, northwest.

[go2]>go bank

[First Provincial Bank, Lobby - 1901] Marble tiled floors covered with heavy rugs and walls of polished jasper that gleam a cool blue mark this bank as solid and secure (and expensive). An official money-changing booth is to one side and a row of tellers windows faces you. Several guards, armed and armored, stand ready for trouble of any sort. Near the tellers stands a table of fine wood for those who need to do some writing. You also see the tellers' windows, a bucket of viscous gloop and a money-changer's booth. Obvious exits: out. Remedi followed.

[go2]>go window

[Provincial Bank, Teller - 1900] A neat row of barred windows faces you along a marble counter. Several patrons are already busy but there seems to be one window available. The clerk smiles at you and beckons you over. You also see a freshly painted sign. Also here: Osurandana. Obvious exits: out. Remedi followed.

[go2: travel time: 0:00:05]

--- Lich: go2 has exited.

[workorders]>withdraw 5 gold

The clerk counts out 5 gold Kronars and hands them over, making a notation in her ledger.

[workorders]>get coal nugget from my backpack

What were you referring to?

[workorders]>get second coal nugget from my backpack

What were you referring to?

--- Lich: go2 active.

[go2: ETA: 0:00:03 (15 rooms to move through)]

[go2]>out

You go out, leading your group. [First Provincial Bank, Lobby - 1901] Marble tiled floors covered with heavy rugs and walls of polished jasper that gleam a cool blue mark this bank as solid and secure (and expensive). An official money-changing booth is to one side and a row of tellers windows faces you. Several guards, armed and armored, stand ready for trouble of any sort. Near the tellers stands a table of fine wood for those who need to do some writing. You also see the tellers' windows, a bucket of viscous gloop and a money-changer's booth. Also here: Field Surgeon Remedi. Obvious exits: out.

[go2]>out

You go out, leading your group. [The Crossing, Hodierna Way - 732] The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum. The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name. A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside. You also see Forest Warden Hengwild, a big orange sign with a picture of a smiling Dwarf and a large parchment. Also here: Field Surgeon Remedi. Obvious paths: east, southwest, northwest.

[go2]>northwest

You go northwest, leading your group. [The Crossing, Alamhif Trace - 733] This pivotal junction connects many of the Crossing's key locations. Blazing to the south in the night sky are the flames on the Temple's three towers, while the lights of Town Green and Town Hall can be seen off towards the north and northeast. The babble of many languages, clan and guild and folk fill the air here, busy at every hour. Travelers dressed in all manner of costume, garb and battle gear amble past, admiring the darkened outlines of the buildings, or looking about to get their bearings. You also see the Carousel square. Also here: Field Surgeon Remedi. Obvious paths: north, southeast, west.

[go2]>north

You go north, leading your group. [The Crossing, Lunat Shade Road - 753] Majestic lunat trees line this byway, donated by the town's prosperous traders, a reminder of how their Guild delights in improving the quality of life for beings all over Elanthia. One such wealthy merchant, though not as ostentatious as most, is Berolt, the dry goods dealer. His venerable general store here outfits adventurers with all the basic necessities. The row of trees on the north side of the street also serves to shade the south half of Town Green.

Also here: Field Surgeon Remedi. Obvious paths: north, east, south.

[go2]>north

You go north, leading your group. [The Crossing, Town Green South - 792] A gap in the stand of lunat trees leads south into Lunat Shade Road. In that general direction the lights shining from Berolt's Dry Goods, the Town Hall, the soaring presence of the Temple, the Provincial Bank and other key structures can be seen. A few loafers loll on the grass, watching those entering and leaving the green, or laying back to gaze at the night sky. A lone nightingale serenades from the hedges bordering the park, unaware of its appreciative audience.

Also here: Field Surgeon Remedi. Obvious paths: north, northeast, east, south, west, northwest.

[go2]>north

You go north, leading your group. [The Crossing, Town Green North - 788] A small path of bent grass leads to a narrow stretch of cobblestones between the grass and the privet hedge that stands before Milgrym the Weaponsmith's. The town's main source of serviceable arms, Milgrym does a good trade and has a solid reputation. The stream of customers, though steady, seems careful not to disturb the usual tranquility of the facing greensward. You also see a public listings board and the town green pond. Also here: Field Surgeon Remedi. Obvious paths: north, east, southeast, south, southwest, west.

[go2]>north

You run north, leading your group. [The Crossing, Via Iltesh - 787] The lane is quite narrow here, with the sides of the Armorer's and Weaponsmith's shops encroaching on the path itself. Their huddling structures and the shady hedges and lunats that form this northern boundary of the Town Green cause slippery moss to grow upon the cobblestones and cast a cool, damp pall over this end of the street.

Also here: Field Surgeon Remedi. Obvious paths: north, south.

[go2]>north

You run north, leading your group. [The Crossing, Via Iltesh - 786] This small lane off of Clanthew Boulevard narrows to the south and grows wider as it leads north into the main road, giving it a shape reminiscent of the blade of a huge greatsword. Due south you can see the verdant border of the Town Green and the shops of the Weaponsmith and Armorer. To the northeast is the dome of the Champions' Arena and to the west, the three-story colonnades of the Academy dominate the skyline. You also see a town guard. Also here: Field Surgeon Remedi. Obvious paths: north, south.

[go2]>north

You run north, leading your group. [The Crossing, Clanthew Boulevard - 768] The cobblestones here are grey and flecked with crystals that sparkle as you move along the boulevard. High walls over which loom still higher structures with shuttered, mute windows that face the street and baked tile roofs, indicate you are passing through one of the wealthier residential sections of the Crossing. You also see a grand stone archway with a bronze plaque on it and a small hut with a grey raven perched on the roof. Also here: Field Surgeon Remedi and Blaytox. Obvious paths: east, south, west.

[go2]>east

Blaytox runs south. You run east, leading your group. [The Crossing, Clanthew Boulevard - 767] Intimidatingly large passersby crowd around you, and you gulp as you notice most of the men and women here of all races tower above their average counterparts. They also tend to dress differently - fully equipped, even in the midst of the city - in leathers, hide and armor, weapons drawn or at the ready over shoulders or at their sides. Carefully you make your way through the throng, since something tells you this would not be a good spot to step on anyone's toes. You also see a city meeting hall. Also here: Field Surgeon Remedi. Obvious paths: east, south, west.

[go2]>east

You run east, leading your group. [The Crossing, Champions' Square - 766] Statues of famous barbarians and arena champions form an arcade leading to the arched steel-clad door of the Barbarians' Guild. The building itself is high and massive, and the roof rises into a dome towards the east, covering the Champions' Arena. Through narrow, slit windows you can hear the clang of weapon on shield, and the voice of the trainers barking out instructions to the would-be fighters, gladiators, knights and mercenaries within. You also see a sturdy stone structure. Also here: Field Surgeon Remedi. Obvious paths: north, south, west.

[go2]>south

You run south, leading your group. [The Crossing, Trothfang Street - 760] Due north you see the square that marks the entrance to the Barbarians' Guild, with its arcade of caryatides and telamones, life-size and lifelike sculptures of former female and male Arena Champions. The covered entryway to the Arena is dead ahead to the east, while beyond that rise the town walls. You also see a glowing forge, a large waste bucket, a slack tub filled with water, a pile of fuel, an iron anvil with an unfinished bronze horseshoe on it and the Crossing Forging Society Building. Also here: Field Surgeon Remedi. Obvious paths: north, east.

[go2]>go building

[Forging Society, Book Store - 8771] Freshly chiseled granite walls surround an area where forgers can quickly resupply. A passageway covered by a leather flap pierces the wall to the south, and from the passage resound the clangs of an anvil chorus. A simple wooden door leads back outside. You also see a large sign and a prestige board. Also here: Selmo. Obvious exits: south. Remedi followed. Selmo goes south.

[go2]>south

You run south, leading your group. [Forging Society, Lobby and Maker's Mark Ordering - 8772] A chamber with stone walls and a lofty, vaulted ceiling links the rooms of the forge. Its high arches help to subdue the clangor, letting it rise and echo in the space overhead. Waves of heat and flickering reddish light from the foundries to the west strive with the scream of the grindstones to the east and the pounding din of metal on metal from the smithies to the south. You also see a blacksmithing chart hanging from the wall, a weaponsmithing chart hanging from the wall, an armorsmithing chart hanging from the wall and a large sign. Also here: Field Surgeon Remedi and Selmo. Obvious exits: north, east, south, west.

[go2]>south

You run south, leading your group. [Forging Society, Supplies - 8775] A chamber with stone walls and a lofty, vaulted ceiling links the rooms of the forge. Its high arches help to subdue the clangor, letting it rise and echo in the space overhead. Waves of heat and flickering reddish light from the foundries to the west strive with the scream of the grindstones to the east and the pounding din of metal on metal from the smithies to the south. You also see an eastern arch, a western arch, a central arch and a large sign. Also here: Field Surgeon Remedi. Obvious exits: north.

[go2: travel time: 0:00:06]

--- Lich: go2 has exited.

Selmo just arrived.

[workorders]>order 2

The attendant says, "You can purchase a massive coal nugget for 212 Kronars. Just order it again and we'll see it done!" Selmo goes north.

[workorders]>order 2

The attendant takes some coins from you and hands you a massive coal nugget.

[workorders]>put my coal nugget in my backpack

You put your nugget in your backpack.

[workorders]>get water from my backpack

What were you referring to?

--- Lich: go2 active.

[go2: ETA: 0:00:04 (24 rooms to move through)]

[go2]>north

You go north, leading your group. [Forging Society, Lobby and Maker's Mark Ordering - 8772] A chamber with stone walls and a lofty, vaulted ceiling links the rooms of the forge. Its high arches help to subdue the clangor, letting it rise and echo in the space overhead. Waves of heat and flickering reddish light from the foundries to the west strive with the scream of the grindstones to the east and the pounding din of metal on metal from the smithies to the south. You also see a blacksmithing chart hanging from the wall, a weaponsmithing chart hanging from the wall, an armorsmithing chart hanging from the wall and a large sign. Also here: Field Surgeon Remedi. Obvious exits: north, east, south, west.

[go2]>north

You go north, leading your group. [Forging Society, Book Store - 8771] Freshly chiseled granite walls surround an area where forgers can quickly resupply. A passageway covered by a leather flap pierces the wall to the south, and from the passage resound the clangs of an anvil chorus. A simple wooden door leads back outside. You also see a large sign and a prestige board. Also here: Field Surgeon Remedi. Obvious exits: south.

[go2]>go door

[The Crossing, Trothfang Street - 760] Due north you see the square that marks the entrance to the Barbarians' Guild, with its arcade of caryatides and telamones, life-size and lifelike sculptures of former female and male Arena Champions. The covered entryway to the Arena is dead ahead to the east, while beyond that rise the town walls. You also see a glowing forge, a large waste bucket, a slack tub filled with water, a pile of fuel, an iron anvil with an unfinished bronze horseshoe on it and the Crossing Forging Society Building. Obvious paths: north, east. Remedi followed.

[go2]>north

You go north, leading your group. [The Crossing, Champions' Square - 766] Statues of famous barbarians and arena champions form an arcade leading to the arched steel-clad door of the Barbarians' Guild. The building itself is high and massive, and the roof rises into a dome towards the east, covering the Champions' Arena. Through narrow, slit windows you can hear the clang of weapon on shield, and the voice of the trainers barking out instructions to the would-be fighters, gladiators, knights and mercenaries within. You also see a sturdy stone structure. Also here: Field Surgeon Remedi. Obvious paths: north, south, west.

[go2]>west

You go west, leading your group. [The Crossing, Clanthew Boulevard - 767] Intimidatingly large passersby crowd around you, and you gulp as you notice most of the men and women here of all races tower above their average counterparts. They also tend to dress differently - fully equipped, even in the midst of the city - in leathers, hide and armor, weapons drawn or at the ready over shoulders or at their sides. Carefully you make your way through the throng, since something tells you this would not be a good spot to step on anyone's toes. You also see a city meeting hall. Also here: Field Surgeon Remedi. Obvious paths: east, south, west.

[go2]>west

Priest Twinstar just arrived. You go west, leading your group. [The Crossing, Clanthew Boulevard - 768] The cobblestones here are grey and flecked with crystals that sparkle as you move along the boulevard. High walls over which loom still higher structures with shuttered, mute windows that face the street and baked tile roofs, indicate you are passing through one of the wealthier residential sections of the Crossing. You also see a town guard, a grand stone archway with a bronze plaque on it and a small hut with a grey raven perched on the roof. Also here: Field Surgeon Remedi. Obvious paths: east, south, west.

[go2]>south

You go south, leading your group. [The Crossing, Via Iltesh - 786] This small lane off of Clanthew Boulevard narrows to the south and grows wider as it leads north into the main road, giving it a shape reminiscent of the blade of a huge greatsword. Due south you can see the verdant border of the Town Green and the shops of the Weaponsmith and Armorer. To the northeast is the dome of the Champions' Arena and to the west, the three-story colonnades of the Academy dominate the skyline.

Also here: Field Surgeon Remedi. Obvious paths: north, south.

[go2]>south

You go south, leading your group. [The Crossing, Via Iltesh - 787] The lane is quite narrow here, with the sides of the Armorer's and Weaponsmith's shops encroaching on the path itself. Their huddling structures and the shady hedges and lunats that form this northern boundary of the Town Green cause slippery moss to grow upon the cobblestones and cast a cool, damp pall over this end of the street.

Also here: Field Surgeon Remedi. Obvious paths: north, south.

[go2]>south

You go south, leading your group. [The Crossing, Town Green North - 788] A small path of bent grass leads to a narrow stretch of cobblestones between the grass and the privet hedge that stands before Milgrym the Weaponsmith's. The town's main source of serviceable arms, Milgrym does a good trade and has a solid reputation. The stream of customers, though steady, seems careful not to disturb the usual tranquility of the facing greensward. You also see a public listings board and the town green pond. Also here: Field Surgeon Remedi. Obvious paths: north, east, southeast, south, southwest, west.

[go2]>south

You run south, leading your group. [The Crossing, Town Green South - 792] A gap in the stand of lunat trees leads south into Lunat Shade Road. In that general direction the lights shining from Berolt's Dry Goods, the Town Hall, the soaring presence of the Temple, the Provincial Bank and other key structures can be seen. A few loafers loll on the grass, watching those entering and leaving the green, or laying back to gaze at the night sky. A lone nightingale serenades from the hedges bordering the park, unaware of its appreciative audience.

Also here: Field Surgeon Remedi. Obvious paths: north, northeast, east, south, west, northwest.

[go2]>south

You run south, leading your group. [The Crossing, Lunat Shade Road - 753] Majestic lunat trees line this byway, donated by the town's prosperous traders, a reminder of how their Guild delights in improving the quality of life for beings all over Elanthia. One such wealthy merchant, though not as ostentatious as most, is Berolt, the dry goods dealer. His venerable general store here outfits adventurers with all the basic necessities. The row of trees on the north side of the street also serves to shade the south half of Town Green.

Also here: Field Surgeon Remedi. Obvious paths: north, east, south.

[go2]>south

You run south, leading your group. [The Crossing, Alamhif Trace - 733] This pivotal junction connects many of the Crossing's key locations. Blazing to the south in the night sky are the flames on the Temple's three towers, while the lights of Town Green and Town Hall can be seen off towards the north and northeast. The babble of many languages, clan and guild and folk fill the air here, busy at every hour. Travelers dressed in all manner of costume, garb and battle gear amble past, admiring the darkened outlines of the buildings, or looking about to get their bearings. You also see the Carousel square. Also here: Field Surgeon Remedi. Obvious paths: north, southeast, west.

[go2]>southeast

You run southeast, leading your group. [The Crossing, Hodierna Way - 732] The hustle of crowds making their way between the secular and religious centers of town that converge here carries you along with its momentum. The granite and marble facade of the First Provincial Bank catches your eye, standing before you as solid as its name. A Gor'Tog guard armed with pike and crossbow is posted at the door, while a few well-dressed merchants congregate outside. You also see Forest Warden Hengwild, a big orange sign with a picture of a smiling Dwarf and a large parchment. Also here: Field Surgeon Remedi. Obvious paths: east, southwest, northwest.

[go2]>southwest

You run southwest, leading your group. [The Crossing, Immortals' Approach - 741] This stretch of road is wide and paved with smooth stone blocks. Cherry trees in carved stone planters border the sweeping approach while softening the exterior walls surrounding the Temple grounds. Flames brightly visible in the dark flare from the tops of three tall towers standing guard over the orb of the Main Temple. Fragile walkways lash the towers to each other high above the orb. You also see a high granite wall surrounding the temple grounds, the locked almsbox and the Longbow Bridge. Also here: Field Surgeon Remedi, Milseacht and Kibariye. Obvious paths: northeast, northwest.

[go2]>go bridge

[The Crossing, Chieftain Walk - 928] This busy threeway is a vital link. The Longbow Bridge feeds into it from the northeast, and the warehouse and dock district which stand to the south and west bustle with activity. The commercial district to the northwest, and the pleasant and populous beach resort are to the southeast, just at the mouth of the River Oxenwaithe, where it empties into the Segoltha.

Obvious paths: north, southeast, southwest. Remedi followed.

[go2]>north

You go north, leading your group. [The Crossing, 3 Retainers' Crescent - 927] The Longbow Bridge is due east, as the river flows beneath it, just at the edge of your vision. To the south is the Shipyard and The Strand, a pleasant beach where the two rivers that define the life of the Crossing meet. To the west are the commercial institutions that are the centers of trade and finance.

Also here: Field Surgeon Remedi. Obvious paths: north, south, west.

[go2]>west

You go west, leading your group. [The Crossing, Drayhorse Trace - 924] The constant clamor of hooves on cobblestones echoes off the walls of the distribution centers, granaries, magazines, and storehouses that border the street in this part of town. Horse-drawn flatbed wagons, mounted merchants on fine steeds, and carriages bearing regal ladies all clatter by, raising whorls of dust.

Also here: Field Surgeon Remedi. Obvious paths: east, northwest.

[go2]>northwest

You go northwest, leading your group. [The Crossing, Drayhorse Trace - 911] A long, fortified warehouse here extends to the west into Mercantile Street. It looks more like some kind of military storehouse or armory. Guards dressed in some kind of private uniforms discourage you from further satisfying your curiosity about the structure. You turn your attention to the waters of the River Oxenwaithe, which from this spot is visible both to the north and the east, as it snakes its way southwards around this promontory.

Also here: Field Surgeon Remedi. Obvious paths: north, southeast, west.

[go2]>north

You go north, leading your group. [The Crossing, Gold Barque Quay - 910] Several swank-looking private boats, gondolas and a few sleek, flat-bottomed river boats are tied up here. A large log raft stands in dry dock on some stone pilings, ready to be put into service on those occasions when the floods of demonic weather cause the River Oxenwaithe to o'erflow its banks and wash out the town's two bridges or if invaders breach the town's defenses and set torch to them.

Also here: Field Surgeon Remedi. Obvious paths: southeast, south, west.

[go2]>west

You go west, leading your group. [The Crossing, Bank Street - 909] The Moneylender's commands a breathtaking view of the River Oxenwaithe and its aquatic commerce flowing south towards the mighty Segoltha River and thence eastward to the sea. From its top-floor windows the bankers can keep watch over the Traders' Guild to the west, and can view the low sprawling warehouses and docks to the south. Directly across the river is a curious dwelling with a glass gazebo atop it. You also see the Zoluren Alchemy Society Building and a well-used road leading to the Engineering Society Depot. Also here: Field Surgeon Remedi. Obvious paths: east, west.

[go2]>go buil

[Alchemy Society, Entrance - 8859] Ill-fitted boulders jut at odd angles from the damp granite walls. Even the ceiling looks a bit ramshackle here, as though the entry-way were built with speed more than safety in mind. A slight draft blows from deep inside the building and carries a mixture of odd smells with it. You also see a prestige board and an oak door. Obvious exits: south. Remedi followed.

[go2]>south

You go south, leading your group. [Alchemy Society, Tool Shop - 8860] Tall oak supply crates flank an extended counter displaying various alchemical tools for sale. A pair of robed individuals rush about helping customers restock. You notice the overwhelming combination of smells is somewhat reduced here. You also see Alchemy Society Master Lanshado, a clerk, a dry press, a sturdy low counter with a small placard on it, a large sign and a plant grinder. Also here: Field Surgeon Remedi and Zerzio. Obvious exits: north, south.

[go2]>south

You go south, leading your group. [Alchemy Society, Bookstore - 8861] A haze of dust permeates the air and casts a glow about the wall torches. A large bookshelf rests against the back wall and a robed figure scurries up and down a ladder to sell tomes and recipes to interested patrons. You also see a large sign. Also here: Field Surgeon Remedi. Obvious exits: north, south.

[go2]>south

You go south, leading your group. [Alchemy Society, Supplies - 8862] A pungent odor combines with the powder-filled air to make breathing here more difficult. Racks of spices, herbs, plants and other materials line the walls as attendants scurry about helping customers. Pewter trays in each corner hold burning incense sticks. Despite the size and large amount of smoke wafting from each stick, it is nearly impossible to detect even a hint of their scent. You also see a dry press, a large sign and a plant grinder. Also here: Field Surgeon Remedi. Obvious exits: north, south.

[go2: travel time: 0:00:11]

--- Lich: go2 has exited.

[workorders]>order 1

The attendant says, "You can purchase 10 splashes of water for 62 Kronars. Just order it again and we'll see it done!"

[workorders]>order 1

The attendant takes some coins from you and hands you 10 splashes of water.

[workorders]>put my water in my backpack

You put your water in your backpack.

[workorders]>order 1

The attendant says, "You can purchase 10 splashes of water for 62 Kronars. Just order it again and we'll see it done!"

[workorders]>order 1

The attendant takes some coins from you and hands you 10 splashes of water.

[workorders]>put my water in my backpack

You put your water in your backpack.

[workorders]>get water from backpack

You get some water from inside your backpack.

[workorders]>get water from backpack

You get some water from inside your backpack.

[workorders]>combine water

You combine some water with some water.

[workorders]>stow right

You put your water in your backpack.

[workorders]>tap my first georin in my backpack

I could not find what you were referring to.

[workorders]>tap my first georin in my backpack

I could not find what you were referring to.

[workorders]>order 7

The attendant says, "You can purchase (25 pieces) dried georin for 437 Kronars. Just order it again and we'll see it done!"

[workorders]>order 7

The attendant takes some coins from you and hands you (25 pieces) dried georin.

[workorders]>put my dried georin in my backpack

You put your georin in your backpack.

[workorders]>order 7

The attendant says, "You can purchase (25 pieces) dried georin for 437 Kronars. Just order it again and we'll see it done!"

[workorders]>order 7

The attendant takes some coins from you and hands you (25 pieces) dried georin.

[workorders]>put my dried georin in my backpack

You put your georin in your backpack.

--- Lich: remedy active.

[remedy]>get remed book

You get a book of journeyman remedy instructions from inside your backpack.

[remedy]>turn my book to chapter 3

You turn your book to chapter 3, entitled "External Wound Remedies".

[remedy]>read my book

|-= Chapter 3 : External Wound Remedies =- |

Page 1: some head salve Page 10: some chest ungent Page 2: some chest salve Page 11: some abdominal ungent Page 3: some abdominal salve Page 12: some neck ungent Page 4: some neck salve Page 13: some eye ungent Page 5: some eye salve Page 14: some back ungent Page 6: some back salve Page 15: some limb ungent Page 7: some limb salve Page 16: some skin ungent Page 8: some skin salve

Page 9: some head ungent

[remedy]>turn my book to page 4

You turn your book to page 4, instructions for crafting some neck salve.

[remedy]>study my book

You scan the neck salve instructions with a glance and completely understand all facets of the design. You now feel ready to begin the crafting process. Roundtime: 4 sec.

[remedy]>put my book in my backpack

You put your book in your backpack.

[remedy]>untie my mortar from my alchemist's belt

Untie what?

[remedy]>get my georin

You get some dried georin from inside your backpack.

[remedy]>put georin in my mortar

You put your georin in the iron mortar which is inside your backpack.

[remedy]>put my georin in my backpack

What were you referring to?

[remedy]>untie my mortar from my alchemist's belt

Untie what?

[remedy]>get my georin

You get some dried georin from inside your backpack.

[remedy]>put georin in my mortar

The mortar already has something in it. Perhaps you should remove this first?

[remedy]>tilt my mortar

You grab the mortar and prepare to dump it out.

[Do you really want to destroy the mortar's contents? Tilt it one more time to empty them out.]

[remedy]>tilt my mortar

You grab the mortar and toss the contents away. Roundtime: 2 sec.

[remedy]>put georin in my mortar

You put your georin in the iron mortar which is inside your backpack.

[remedy]>put my georin in my backpack

What were you referring to?

[remedy]>untie my pestle from my alchemist's belt

You remove an iron pestle from your alchemist's belt.

[remedy]>crush my georin with my pestle

Crush what?

[remedy: *\ No match was found after 15 seconds, dumping info]

[remedy: messages seen length: 1]

[remedy: message: Crush what?]

[remedy: checked against [/You need another splash of water/i, /You need another splash of alcohol/i, /You toss the/i, /Upon completion you see some particulate clouding up the mixture./i, /You need another prepared herb/i, /begins to transition colors/i, /You need another catalyst material/i, /Once finished you notice clumps of material/i, /With short strokes you crush/i, /Applying the final touches/i, /That tool does not seem suitable for that task./i, /You vigorously rub/i, /Patiently you wait a few moments and then proceed/i, /Interesting thought really... but no./i, /You need to be holding the pestle first./i, /The mortar can only hold 25 pieces of material./i, /You spin your/i, /You slowly filter/i]]

[remedy]>crush my georin with my pestle

Crush what?

get mor
You get an iron mortar from inside your backpack.

[remedy: *\ No match was found after 15 seconds, dumping info]

[remedy: messages seen length: 2]

[remedy: message: Crush what?]

[remedy: message: You get an iron mortar from inside your backpack.]

[remedy: checked against [/You need another splash of water/i, /You need another splash of alcohol/i, /You toss the/i, /Upon completion you see some particulate clouding up the mixture./i, /You need another prepared herb/i, /begins to transition colors/i, /You need another catalyst material/i, /Once finished you notice clumps of material/i, /With short strokes you crush/i, /Applying the final touches/i, /That tool does not seem suitable for that task./i, /You vigorously rub/i, /Patiently you wait a few moments and then proceed/i, /Interesting thought really... but no./i, /You need to be holding the pestle first./i, /The mortar can only hold 25 pieces of material./i, /You spin your/i, /You slowly filter/i]]

[remedy]>crush my georin with my pestle

With short strokes you crush some unfinished georin salve with your pestle. The work proceeds as planned without any mistakes whatsoever.

Upon completion you see some particulate clouding up the mixture. Roundtime: 14 sec.

You need another splash of water to continue crafting some unfinished georin salve. You believe you can just pour or put it inside the mortar and continue crushing the unfinished remedy inside.

[Ingredients can be added by putting them with the unfinished item and continuing to craft.]

look in mor
In the iron mortar you see some unfinished georin salve.
stow pes
...wait 2 seconds.

[remedy]>analyze my salve

You analyze the georin salve and learn more about its construction. When crafting is complete this will be a type of external neck wound remedy. A thick froth coats the mixture. To avoid having this affect the preparation you should push the salve with a sieve to skim off the material. From the progress so far, it looks like the salve is masterfully-crafted (12/12). Roundtime: 6 sec.

[remedy]>tie my iron mortar to my alchemist's belt

You attach an iron mortar to your alchemist's belt.

[remedy]>untie my sieve from my alchemist's belt

You remove an oblong darkstone wire sieve with a tempered finish from your alchemist's belt.

[remedy]>push my salve with my sieve

I don't think pushing that would have any effect.

[remedy: *\ No match was found after 15 seconds, dumping info]

[remedy: messages seen length: 1]

[remedy: message: I don't think pushing that would have any effect.]

[remedy: checked against [/You need another splash of water/i, /You need another splash of alcohol/i, /You toss the/i, /Upon completion you see some particulate clouding up the mixture./i, /You need another prepared herb/i, /begins to transition colors/i, /You need another catalyst material/i, /Once finished you notice clumps of material/i, /With short strokes you crush/i, /Applying the final touches/i, /That tool does not seem suitable for that task./i, /You vigorously rub/i, /Patiently you wait a few moments and then proceed/i, /Interesting thought really... but no./i, /You need to be holding the pestle first./i, /The mortar can only hold 25 pieces of material./i, /You spin your/i, /You slowly filter/i]]

[remedy]>push my salve with my sieve

I don't think pushing that would have any effect.

[remedy: *\ No match was found after 15 seconds, dumping info]

[remedy: messages seen length: 1]

[remedy: message: I don't think pushing that would have any effect.]

[remedy: checked against [/You need another splash of water/i, /You need another splash of alcohol/i, /You toss the/i, /Upon completion you see some particulate clouding up the mixture./i, /You need another prepared herb/i, /begins to transition colors/i, /You need another catalyst material/i, /Once finished you notice clumps of material/i, /With short strokes you crush/i, /Applying the final touches/i, /That tool does not seem suitable for that task./i, /You vigorously rub/i, /Patiently you wait a few moments and then proceed/i, /Interesting thought really... but no./i, /You need to be holding the pestle first./i, /The mortar can only hold 25 pieces of material./i, /You spin your/i, /You slowly filter/i]]

[remedy]>push my salve with my sieve

I don't think pushing that would have any effect.

[remedy: *\ No match was found after 15 seconds, dumping info]

[remedy: messages seen length: 1]

[remedy: message: I don't think pushing that would have any effect.]

[remedy: checked against [/You need another splash of water/i, /You need another splash of alcohol/i, /You toss the/i, /Upon completion you see some particulate clouding up the mixture./i, /You need another prepared herb/i, /begins to transition colors/i, /You need another catalyst material/i, /Once finished you notice clumps of material/i, /With short strokes you crush/i, /Applying the final touches/i, /That tool does not seem suitable for that task./i, /You vigorously rub/i, /Patiently you wait a few moments and then proceed/i, /Interesting thought really... but no./i, /You need to be holding the pestle first./i, /The mortar can only hold 25 pieces of material./i, /You spin your/i, /You slowly filter/i]]

[remedy]>push my salve with my sieve

I don't think pushing that would have any effect.

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Aurayn commented 8 years ago

this is georin not qun separate problem

Dartellum commented 8 years ago

I had a thought to add checking the items that are belt worn are on the belt before crafting. Seems like something is stowing your mortar and since it is not on the belt, the script bombs. Maybe something added to equipment manager to check if the items are on the belt and if not put them back on.

Regards, Dr. Walter Wesley "Wes" Snyder V 484-300-4833 (h) 484-431-3355 (m) 484-302-7006 (f)

On 10/10/2016 04:57 PM, Aurayn wrote:

this is georin not qun separate problem

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Aurayn commented 8 years ago

let me know if I can guinea pig for you or how else I can help

Dartellum commented 7 years ago

I believe this issue is resolved. If so, could you close it?