Nice, I can gate inside a tribunal's secret meeting place.
Quote:
[HP:100%] [ME: 77%] [PE: 97%]
c gate Myson
>
You utter the words, 'oahz'.
A magical gate materializes in a blinding flash of energy.
[HP:100%] [ME: 65%] [PE: 97%]
>
A Torch-lit Hall
You are in a rectangular hall, lit by iron brackets set into the white
stone walls that glow with a flickering, enchanted light. The walls are
otherwise unadorned. The floor is paved with polished but dull grey
slate. An open archway enters the chamber from the southwest, where as
there are doors set in the north and east. The door to the north is of
sturdy, riveted iron, whereas to the east a grander set of blue double
doors bar the way. The Peacekeepers coat-of-arms is carved and gilded in
vivid base relief upon the centre of each of the two doors.
Obvious exits: n(closed) e(closed) sw gate
A magical gate glowing with red energy leads elsewhere.
A Peacekeeper sentinel stands here, impassive eyes cold and watchful.
A large, humanoid-shaped figure looms here.
SEKRETKEEPER1 is here.
SEKRETKEEPER2 is here.
Myson is here.
[HP:100%] [ME: 65%] [PE: 96%]
>
Myson blinks innocently at you.
[HP:100%] [ME: 65%] [PE: 96%]
> You say 'Oh.'
[HP:100%] [ME: 65%] [PE: 96%]
>
SEKRETKEEPER1 peers at you intently.
[HP:100%] [ME: 65%] [PE: 96%]
>
SEKRETKEEPER2 raises an eyebrow.
I didn't know the other two were even Peacekeepers, nor should I be able to gate inside their HQ. I mean, might be great for Midnight & Co., but I'm sure the Peacekeepers don't appreciate not having a secret meeting place.
I've bug logged this a couple times now.