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Sign of Darkness


Drop Zones where sign of darkness takes you depends on where you are in the lands.

Town

Drop Zone

Wehnimer's Landing

Misty Void

IceMule

Commerce Burrow, Giantman Path (southeast of town)

Trail to Icemule from Landing

Ice Cave

Teras Isle

Old Manor, Dark Altar (west side of town)

Pinefar

Trading Post, Second Floor Alcove

River's Rest

Dark Alley (northeast of the bank).

Solhaven

Kracken Manor Wine Cellar, Nexus

Ta'Illistim

Cavern

Ta'Vaalor

Catacombs, Central Chamber

Zul Logoth

Secret Cavern

Shadow Valley

the ledge at the crevice

Darkstone

?

Wentoph

?

Ta'Faendryl

?

On trail to Ta'Illistim from Landing

Depends what part of the trail you are closer to.

Rift

Commerce Burrow, Giantman Path (southeast of town)


Town

How to get out

IceMule

[Commerce Burrow, Giantman Path]
An ancient oak tree marks the southeastern corner of Icemule Trace. Towering high overhead, the tree is surrounded by a small grassy field. A lone owl calls from somewhere within the branches, its haunting voice fading into the night. Obvious paths: west.

To get out: w, nw, e, e, n, n, w, n, w, w, w, w. You are in TC!

Landing

[Council, Misty Void]
You are totally surrounded by dense mist. All directions are the same, yet all directions hold different possibilities.
Obvious exits: north, south, east, west, northeast, northwest, southeast, southwest, up, down, out.

To get out go any direction and you will end up in the North or West road in the city.

River's Rest

[River's Rest, Dark Alley]
Off the beaten path and slightly seedy, the alley is dark and cool. An occasional voice drifts down the alley from the southwest and a few folks wander by. Set off to one side of the path is a small shabby shop sporting a sign, which hangs by one hinge and squeaks whenever a stray breeze happens by. Facing you is what appears to be the back door of a well kept building. At the end of the alley is a large building with a sign hanging over its large double doors. Obvious paths: southwest.

To get out: sw, w, n, go path. You are at the Town Commons!

Solhaven

[Wine Cellar, Nexus]
Murals on the walls depict various scenes from the life and times of the earlier years of the Turamzzyran Empire. Soft tinkling sounds and the scent of wild roses fill the room giving it a light and carefree atmosphere. Swaying gently back and forth from the heavy chain that holds it securely to the ceiling, the prisms of a multifaceted crystal chandelier create a musical sound. The crystal prisms refract the light and lengthen the shadows over the walls and floor. You also see the High Taskmaster.
Obvious exits: north, south, east, west.

To get out: s, e, s, e, out, climb wall, n, n, n, n, n, n, nw, nw. You are in North Market!

Ta'Vaalor

[Catacombs, Central Chamber]
Elaborately etched gold sconces inlaid with sparking moonglae opals adorn both sides of the archway, casting a warm glow over the area. Imbedded within the walls are pieces of gems, which sparkle brilliantly under the glow from the torches. A black velvet tapestry raised with silver stitching, depicting a thin, pale-skinned, black-haired woman holding a golden key in her hand, hangs opposite the granite arch. You also see a carved granite arch. Obvious exits: north, south.

To get out: s, go hallway, out, search, go crevice, s, s, s, s, s, s, s, climb ladder, w, go door, w, go door, n, n, go hatch, climb grate, s. You are in front of the Ta'Vaalor Theatre!

Teras

[Old Manor, Dark Altar]
Three torches are set against the north wall in iron sconces crafted as skeletal hands. The reddish glow dances off of the sculptures set in each corner. Four black glaes drakes stand upright, wings spread, their claws thrust into the ceiling. The drakes' ruby eyes are fixed on the black ora altar in the center of the room. It is trimmed with gold flecks, which glow red in the quavering light. You also see a dark shaft.
Obvious exits: south.

To get out:

::touch teeth::  You reach out to touch the jagged maw of the drake...

::touch teeth::  You reach out to touch the jagged maw of the drake...You gasp in pain as the teeth of thehe drake rip your flesh forcing it to bleed freely!The shock of the wound stuns you!

::touch left wing:: You rub your bleeding right hand along the left wing of the drake.

::touch right wing:: You rub your bleeding right hand along the right wing of the drake.


The eyes of the small drake flash violet once and then dim.
The blood slowly drips down the wings of the small drake. A dull crimson glow comes from the eyes of the drakes in the corners of the room...
The blood on the wings of the drake hangs on the bottom tips as if suspended there...

Finally, one drop breaks free from the tip of each wing landing on the altar with a *hiss*.
A roar of sound and a blinding flash of light fill the room! The world falls out from under you, all of your senses filled with crimson light and the deafening roar of the drakes!

As your vision clears, you see...

[Old Manor, Dining Room]
Squeezing past a collapsed archway, you gaze upon an immense oak table stretching the length of the room. Ornately carved dragons form the table legs, their claws giving the illusion of melding into the floor. Eerily, the table is still highly polished and unscathed by the destruction around it, as if nary a flame had licked upon it. You can't help but wonder why the impoverished residents of the area never carted it off. You also see some battered stairs. Obvious exits: south, east.

To get out: s, out, s, s, climb fence, ne, e, s, s, you are at the west docks!

Taillistim

[Cavern]
The sound of dripping water echoes off of the rough walls of the cave. Large torches burn wildly, causing shadows to dance across the uneven stone surfaces. A few steps lead up to an old altar that stands against one wall. In the other direction, the light fades away into a deep, dark cavern. Small mirrors are scattered along the wall of a large shaft that leads upward into blackness, and one large mirror is suspended just above the rock floor directly underneath the shaft. You also see a passage leading into darkness.  Obvious paths: none.

::go steps::
[Cavern, Altar]
An old, dusty altar is set in the center of this small raised area. The wall behind the altar is bare except for a row of five rickety colored levers connected to a thick rope which leads upward. The torch light flickers ominously across the walls and pillars that brace the heavy stone ceiling. You also see some steps. Obvious paths: none.

::look altar::
There is a strange grid on the altar. Five rows are labeled with numbers and five columns are labeled with colors. A red glow illuminates Yellow 4, Blue 3, Brown 3, Red 4, and Green 1

Now you have to pull each lever until they match the corresponding number. Better be fast as the positions change place after a couple of minutes!

::pull yellow lever::
You pull a yellow lever. The rope connected to the levers twists somewhat, and you hear a distant groaning of turning gears. The lever is now in the fourth position.

::pull blue lever::
You pull a blue lever. The rope connected to the levers twists somewhat, and you hear a distant groaning of turning gears. The lever is now in the third position.

::pull brown lever::
You pull a brown lever. The rope connected to the levers twists somewhat, and you hear a distant groaning of turning gears. The lever is now in the third position.

::pull red lever::
You pull a red lever. The rope connected to the levers twists somewhat, and you hear a distant groaning of turning gears. The lever is now in the fourth position.

::pull green lever::
You pull a green lever. The rope connected to the levers twists somewhat, and you hear a distant groaning of turning gears. The lever is now in the first position.

To get out: go steps, go passage, go opening, out, e, e, e, e, go grate, n, n, n, e, n, go hall. You are in the Hall of Patrons!

Skins for tasks and where to find them.

Skin

Animal

Found

boar tusks

great boar

cobra skins

cobras

slither creek, Landing

coyote tails

coyotes

crocodile snouts

crocodiles

ghoul nails

lesser ghoul

under crypt in gy

ghoul scrapings

greater ghoul

under crypt in gy

goblin skins

goblins

kobold scalps

mongrel kobolds

before ocoma vale

kobold skins

kobolds

kobold village

manticore tails

manticores

mummy shrouds

lesser mummy

crypt in gy

ogre tusks

large ogres

orange shelfae crests

shelfae warlord

orc hides

lesser orcs

panther pelts

panthers

puma hides

pumas

shelfae crests

shelfae chieftain

shelfae scales

shelfae soldier

skeleton bones

skeleton

gy,

spider legs

greater spider

thrak hides

thraks

troll scalps

thunder trolls

wentoph,

troll skins

cave trolls

urgh hides

urghs

warhorse jaws

skeletol warhorse

wolverine pelts

wolverines

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