Brofessor Posted August 23, 2016 Report Share Posted August 23, 2016 Without cover Giacomo is peleted with flaming debris! Giacomo (Model) yells wildly 'Help! I've just walked into Erulisse's firestorm!' Your Firestorm mauls Giacomo. Giacomo flies in. Giacomo has some small wounds and bruises. Erulisse: [===|===|===|===] 783/783 1501/1522 431/431 48060lvl>15306old 23oclock> flee Giacomo release his stored chii at you! Giacomo's chii bolt knocks you staggering backwards! Giacomo's chii bolt mauls you. Giacomo's jab wounds you. You parry Giacomo's attack. Giacomo's jump kick decimates you! Giacomo executes "strike of the phantom dragon". A phantasmal dragon rears its head and breaths. Giacomo's phantom dragon is powerless against you. The world dims with pain as Giacomo buries his fingers in your torso. Your protective shield dissipates. Giacomo's protective shield dissipates. Giacomo's dragon claw *** DEMOLISHES *** you! Your firestorm sends sheets of flame flying all around! Your Firestorm MUTILATES Giacomo! Your magic misses Giacomo. Giacomo has some small wounds and bruises. Erulisse: [===|===|===|---] 595/783 1483/1522 431/431 48060lvl>15306old 23oclock> You parry Giacomo's attack. You parry Giacomo's attack. You parry Giacomo's attack. Your Firestorm hits Giacomo. Giacomo parries your attack with his first hand. Giacomo parries your attack with his first hand. Giacomo has some small wounds and bruises. Erulisse: [===|===|===|---] 595/783 1483/1522 431/431 48060lvl>15306old 23oclock> Giacomo disarms you and sends your weapon flying! Giacomo has some small wounds and bruises. Erulisse: [===|===|===|---] 595/783 1483/1522 431/431 48060lvl>15306old 23oclock> Giacomo's back fist devastates you! Giacomo's back fist devastates you! Giacomo's knee thrust injures you. Giacomo's palm strike devastates you! Giacomo's roundhouse kick decimates you! Your Firestorm hits Giacomo. Your punch misses Giacomo. Giacomo has some small wounds and bruises. Erulisse: [===|===|==-|---] 463/783 1483/1522 431/431 48060lvl>15306old 23oclock> Giacomo's back fist wounds you. Giacomo's back fist misses you. Giacomo's knee thrust mauls you. Giacomo's roundhouse kick misses you. Your Firestorm hits Giacomo. Giacomo dodges your attack. The Nimbus of Power hums with an inner energy. You feel better. Giacomo has some small wounds and bruises. Erulisse: [===|===|=--|---] 454/783 1483/1522 431/431 48060lvl>15306old 23oclock> You flee from combat! Your attention diverted, the firestorm collapses. The Eastern Trail [Exits: east west] 454/783 1483/1522 430/431 48060lvl>15306old 23oclock> e Main Eastern Road [Exits: east west] (Magical) (Glowing) (Humming) An ornate crystal staff is here, belonging to the Abbot. ( 2) (Magical) A magical spring flows from the ground here. A dark bush holding several small fruits sits in the shade. (White Aura) Giacomo is here. 454/783 1483/1522 429/431 48060lvl>15306old 23oclock> e e Crossroads to the Wilderness [Exits: north east south west] A mighty Fortress looms over the area. A narrow stream of water makes its way through here. A trapper stands here, bartering his pelts. 454/783 1483/1522 427/431 48060lvl>15306old 23oclock> e e On the Eastern Path [Exits: east west] A mighty Fortress looms over the area. 454/783 1483/1522 425/431 48060lvl>15306old 23oclock> e e Between Granite Walls [Exits: east west] 454/783 1483/1522 423/431 48060lvl>15306old 23oclock> Between Granite Walls [Exits: east west] 454/783 1483/1522 422/431 48060lvl>15306old 23oclock> Between Granite Walls [Exits: east west] 454/783 1483/1522 421/431 48060lvl>15306old 23oclock> Between Granite Walls [Exits: east west] 454/783 1483/1522 420/431 48060lvl>15306old 23oclock> cb Giacomo now attacks me e [ADJUDICATOR] (Adjudicator) Erulisse: 'Giacomo now attacks me' 469/783 1522/1522 431/431 48060lvl>15306old 0oclock> e Between Granite Walls [Exits: east west] A small human corpse lies impaled on a long iron spike. A ferocious looking centaur tears viciously at a Citeldian corpse. 469/783 1522/1522 430/431 48060lvl>15306old 0oclock> e At the Walls End [Exits: east west] 469/783 1522/1522 429/431 48060lvl>15306old 0oclock> e e Farmer John's Foodstand [Exits: north east south west] A mighty Fortress looms over the area. A poorly built fruit stand is here. Farmer Griff's Brother, Joe Griff stands here. Joe Griff says 'Welcome to Farmer Griff's food stand, where quality cannot be beat!' Joe Griff shoves his finger up his nose and rummages around. Joe Griff removes his finger and grabs the closest apple. Joe Griff says 'Here, fresh apples for sale! They can't be beat!' 469/783 1522/1522 428/431 48060lvl>15306old 0oclock> On a Lone Path [Exits: east west] 469/783 1522/1522 427/431 48060lvl>15306old 0oclock> e Further Along the Path [Exits: east west] 469/783 1522/1522 426/431 48060lvl>15306old 0oclock> e Further Along the Path [Exits: east west] 469/783 1522/1522 425/431 48060lvl>15306old 0oclock> e Further Along the Path [Exits: east west] 469/783 1522/1522 424/431 48060lvl>15306old 0oclock> u At the Ladder [Exits: north south west up] (Invisible) (White Aura) A large guard stands here, protecting the base of the ladder. (Invisible) (White Aura) A large guard stands here, protecting the base of the ladder. 469/783 1522/1522 423/431 48060lvl>15306old 0oclock> Climbing the Ladder [Exits: up down] 469/783 1522/1522 422/431 48060lvl>15306old 0oclock> u u Ascending the Ladder [Exits: up down] 469/783 1522/1522 421/431 48060lvl>15306old 0oclock> aff Ascending the Ladder [Exits: up down] A large black raven flies around in the air here. 469/783 1522/1522 420/431 48060lvl>15306old 0oclock> Affects: - 10 - 1 6 - - 7 9 arm shi prt snc man ice fir fly pss Spell: detect magic : for 22 hours Spell: detect invis : for 22 hours 469/783 1522/1522 420/431 48060lvl>15306old 0oclock> u Ascending the Ladder [Exits: up down] 469/783 1522/1522 419/431 48060lvl>15306old 0oclock> u e Ascending the Ladder [Exits: up down] [ADJUDICATOR] (Hand of Law) Belderon: 'Eh?' 469/783 1522/1522 418/431 48060lvl>15306old 0oclock> e [ADJUDICATOR] (Hand of Law) Belderon: 'Interestin'...' 469/783 1522/1522 418/431 48060lvl>15306old 0oclock> u Alas, you cannot go that way. 469/783 1522/1522 418/431 48060lvl>15306old 0oclock> Alas, you cannot go that way. 469/783 1522/1522 418/431 48060lvl>15306old 0oclock> u At the Entrance of the Flying Citidel [Exits: north east south down] A mighty Fortress looms over the area. 469/783 1522/1522 417/431 48060lvl>15306old 0oclock> e Alas, you cannot go that way. 469/783 1522/1522 417/431 48060lvl>15306old 0oclock> e Past the Entryway [Exits: east west] 469/783 1522/1522 416/431 48060lvl>15306old 0oclock> e Into the Citidel [Exits: east west] 469/783 1522/1522 415/431 48060lvl>15306old 0oclock> e e At the Section One Entrance [Exits: north east west] 469/783 1522/1522 414/431 48060lvl>15306old 0oclock> At The Entrance to Section Area One [Exits: (east) west] Clad in a full suit of breastplate armor, a gateguard stands rigidly. 469/783 1522/1522 413/431 48060lvl>15306old 0oclock> Within Section Area One [Exits: north (west)] A mighty Fortress looms over the area. (Magical) An old weaponsrack sits neatly in the corner. 469/783 1522/1522 412/431 48060lvl>15306old 0oclock> e Alas, you cannot go that way. 469/783 1522/1522 412/431 48060lvl>15306old 0oclock> n Section Area One Corridor [Exits: north south] 469/783 1522/1522 411/431 48060lvl>15306old 0oclock> n Section Area One Corridor [Exits: north south] (White Aura) The captain of the guard scans around for any signs of disorder. 469/783 1522/1522 410/431 48060lvl>15306old 0oclock> aff Affects: - 10 - 1 6 - - 7 9 arm shi prt snc man ice fir fly pss Spell: detect magic : for 22 hours Spell: detect invis : for 22 hours 469/783 1522/1522 410/431 48060lvl>15306old 0oclock> wield staff You wield the Pincer staff. 469/833 1522/1522 410/431 48060lvl>15306old 0oclock> prot You surround yourself in a protective shell of magic. 469/833 1452/1522 410/431 48060lvl>15306old 0oclock> wield abbo You do not have that item. 469/833 1452/1522 410/431 48060lvl>15306old 0oclock> ca 'locate' abbot The Abbot's crystal staff is carried by Azarek The Abbot's crystal staff is in Main Eastern Road 469/833 1432/1522 410/431 48060lvl>15306old 0oclock> where where Flying Citadel is [KNIGHT] controlled. Players near you: <PK> Giacomo Main Eastern Road <PK> Erulisse Section Area One Corridor 469/833 1432/1522 410/431 48060lvl>15306old 0oclock> Flying Citadel is [KNIGHT] controlled. Players near you: <PK> Giacomo Main Eastern Road <PK> Erulisse Section Area One Corridor 469/833 1432/1522 410/431 48060lvl>15306old 0oclock> Giacomo tells you 'Fire is bad!' 469/833 1432/1522 410/431 48060lvl>15306old 0oclock> tell giacomo I had already told you that was an accident You tell Giacomo 'I had already told you that was an accident' 469/833 1432/1522 410/431 48060lvl>15306old 0oclock> w Alas, you cannot go that way. 469/833 1432/1522 410/431 48060lvl>15306old 0oclock> w Alas, you cannot go that way. 469/833 1432/1522 410/431 48060lvl>15306old 0oclock> w Alas, you cannot go that way. 469/833 1432/1522 410/431 48060lvl>15306old 0oclock> l Section Area One Corridor The hallway continues to stretch northwards, all the while giving you a brief tour on the Citidel's founders as well as its highest authority figures. Pictures neatly mounted within frames of all sizes literally cover the walls on both your sides. Their shiny glass surfaces reflect the flickering torch light, casting a glare back into your eyes. The sounds of conversation and laughter grow louder as you move further into the corridor. [Exits: north south] (White Aura) The captain of the guard scans around for any signs of disorder. 469/833 1432/1522 410/431 48060lvl>15306old 0oclock> d Alas, you cannot go that way. 469/833 1432/1522 410/431 48060lvl>15306old 0oclock> s Section Area One Corridor [Exits: north south] 478/833 1472/1522 431/431 48060lvl>15306old 1oclock> s w Within Section Area One [Exits: north (west)] A mighty Fortress looms over the area. (Magical) An old weaponsrack sits neatly in the corner. 478/833 1472/1522 430/431 48060lvl>15306old 1oclock> At The Entrance to Section Area One [Exits: (east) west] Clad in a full suit of breastplate armor, a gateguard stands rigidly. 478/833 1472/1522 429/431 48060lvl>15306old 1oclock> s Alas, you cannot go that way. 478/833 1472/1522 429/431 48060lvl>15306old 1oclock> w w At the Section One Entrance [Exits: north east west] 478/833 1472/1522 428/431 48060lvl>15306old 1oclock> w Into the Citidel [Exits: east west] 478/833 1472/1522 427/431 48060lvl>15306old 1oclock> aff Giacomo tells you 'FIRE FIRE FIRE IS BAD' Past the Entryway [Exits: east west] 478/833 1472/1522 426/431 48060lvl>15306old 1oclock> Affects: - 9 7 0 5 - - 6 8 arm shi prt snc man ice fir fly pss Spell: detect magic : for 21 hours Spell: detect invis : for 21 hours 478/833 1472/1522 426/431 48060lvl>15306old 1oclock> w At the Entrance of the Flying Citidel [Exits: north east south down] A mighty Fortress looms over the area. 478/833 1472/1522 425/431 48060lvl>15306old 1oclock> armor You feel someone protecting you. 478/833 1467/1522 425/431 48060lvl>15306old 1oclock> ca can sanc where Spell failed. 478/833 1447/1522 425/431 48060lvl>15306old 1oclock> Flying Citadel is [KNIGHT] controlled. Players near you: <PK> Giacomo Between Granite Walls <PK> Erulisse At the Entrance of the Flying Citidel 478/833 1447/1522 425/431 48060lvl>15306old 1oclock> e Past the Entryway [Exits: east west] 478/833 1447/1522 424/431 48060lvl>15306old 1oclock> e e Into the Citidel [Exits: east west] 478/833 1447/1522 423/431 48060lvl>15306old 1oclock> e e At the Section One Entrance [Exits: north east west] 478/833 1447/1522 422/431 48060lvl>15306old 1oclock> where At The Entrance to Section Area One [Exits: (east) west] Clad in a full suit of breastplate armor, a gateguard stands rigidly. 478/833 1447/1522 421/431 48060lvl>15306old 1oclock> Within Section Area One [Exits: north (west)] A mighty Fortress looms over the area. (Magical) An old weaponsrack sits neatly in the corner. 478/833 1447/1522 420/431 48060lvl>15306old 1oclock> ca invis Flying Citadel is [KNIGHT] controlled. Players near you: <PK> Giacomo Further Along the Path <PK> Erulisse Within Section Area One 478/833 1447/1522 420/431 48060lvl>15306old 1oclock> You fade out of existence. 478/833 1442/1522 420/431 48060lvl>15306old 1oclock> where Flying Citadel is [KNIGHT] controlled. Players near you: <PK> Giacomo At the Ladder <PK> Erulisse Within Section Area One 478/833 1442/1522 420/431 48060lvl>15306old 1oclock> e Alas, you cannot go that way. 478/833 1442/1522 420/431 48060lvl>15306old 1oclock> where Flying Citadel is [KNIGHT] controlled. Players near you: <PK> Giacomo Ascending the Ladder <PK> Erulisse Within Section Area One 478/833 1442/1522 420/431 48060lvl>15306old 1oclock> where Flying Citadel is [KNIGHT] controlled. Players near you: <PK> Giacomo At the Entrance of the Flying Citidel <PK> Erulisse Within Section Area One 478/833 1442/1522 420/431 48060lvl>15306old 1oclock> [ADJUDICATOR] (Hand of Law) Belderon: 'Where yer be? Me got it.' 478/833 1442/1522 420/431 48060lvl>15306old 1oclock> where Flying Citadel is [KNIGHT] controlled. Players near you: <PK> Giacomo At the Entrance of the Flying Citidel <PK> Erulisse Within Section Area One 478/833 1442/1522 420/431 48060lvl>15306old 1oclock> cb citadel [ADJUDICATOR] (Adjudicator) Erulisse: 'Citadel' 478/833 1442/1522 420/431 48060lvl>15306old 1oclock> w w At The Entrance to Section Area One [Exits: (east) west] Clad in a full suit of breastplate armor, a gateguard stands rigidly. 478/833 1442/1522 419/431 48060lvl>15306old 1oclock> w At the Section One Entrance [Exits: north east west] 478/833 1442/1522 418/431 48060lvl>15306old 1oclock> w Into the Citidel [Exits: east west] 478/833 1442/1522 417/431 48060lvl>15306old 1oclock> w Past the Entryway [Exits: east west] The white aura around your body fades. 487/833 1485/1522 431/431 48060lvl>15306old 2oclock> d At the Entrance of the Flying Citidel [Exits: north east south down] A mighty Fortress looms over the area. (White Aura) Giacomo is here. 487/833 1485/1522 430/431 48060lvl>15306old 2oclock> Ascending the Ladder [Exits: up down] 487/833 1485/1522 429/431 48060lvl>15306old 2oclock> d d Ascending the Ladder [Exits: up down] 487/833 1485/1522 428/431 48060lvl>15306old 2oclock> d d Ascending the Ladder [Exits: up down] A large black raven flies around in the air here. 487/833 1485/1522 427/431 48060lvl>15306old 2oclock> d Ascending the Ladder [Exits: up down] 487/833 1485/1522 426/431 48060lvl>15306old 2oclock> Climbing the Ladder [Exits: up down] 487/833 1485/1522 425/431 48060lvl>15306old 2oclock> w At the Ladder [Exits: north south west up] (Invisible) (White Aura) A large guard stands here, protecting the base of the ladder. (Invisible) (White Aura) A large guard stands here, protecting the base of the ladder. 487/833 1485/1522 424/431 48060lvl>15306old 2oclock> Further Along the Path [Exits: east west] 487/833 1485/1522 423/431 48060lvl>15306old 2oclock> w w Further Along the Path [Exits: east west] 487/833 1485/1522 422/431 48060lvl>15306old 2oclock> w w Further Along the Path [Exits: east west] 487/833 1485/1522 421/431 48060lvl>15306old 2oclock> w w On a Lone Path [Exits: east west] 487/833 1485/1522 420/431 48060lvl>15306old 2oclock> w w Farmer John's Foodstand [Exits: north east south west] A mighty Fortress looms over the area. A poorly built fruit stand is here. (WANTED) (Green Aura) {Jaguar} Yewtrunk is here. Farmer Griff's Brother, Joe Griff stands here. You yell 'Help! I've fallen into Yewtrunk's trap!' Yewtrunk's trap sends you to the ground! 487/833 1485/1522 419/431 48060lvl>15306old 2oclock> w w You yell 'Help! Yewtrunk kicked dirt into my eyes!' Yewtrunk kicks dirt in your eyes! You fade into existence. Yewtrunk's kicked dirt scratches you. You can't see a thing! Someone dodges your attack. Someone dodges your attack. Someone's chomp MASSACRES you! Someone's chomp DISMEMBERS you! Someone's chomp DISMEMBERS you! Someone's chomp MASSACRES you! Someone's chomp misses you. Erulisse: [===|=--|---|---] 224/833 1485/1522 419/431 48060lvl>15306old 2oclock> cb I am dead Someone yells 'NO NO' Someone dodges your attack. You parry someone's attack. Someone's chomp DISMEMBERS you! You sure are BLEEDING! Someone's chomp MASSACRES you! You sure are BLEEDING! Someone's chomp MASSACRES you! You sure are BLEEDING! Erulisse: [=--|---|---|---] 21/833 1485/1522 419/431 48060lvl>15306old 2oclock> No way! You are still fighting! Erulisse: [=--|---|---|---] 21/833 1485/1522 419/431 48060lvl>15306old 2oclock> flee No way! You are still fighting! Erulisse: [=--|---|---|---] 21/833 1485/1522 419/431 48060lvl>15306old 2oclock> No way! You are still fighting! Erulisse: [=--|---|---|---] 21/833 1485/1522 419/431 48060lvl>15306old 2oclock> No way! You are still fighting! Erulisse: [=--|---|---|---] 21/833 1485/1522 419/431 48060lvl>15306old 2oclock> No way! You are still fighting! Erulisse: [=--|---|---|---] 21/833 1485/1522 419/431 48060lvl>15306old 2oclock> No way! You are still fighting! Erulisse: [=--|---|---|---] 21/833 1485/1522 419/431 48060lvl>15306old 2oclock> [ADJUDICATOR] (Adjudicator) someone: 'I am dead' Erulisse: [=--|---|---|---] 21/833 1485/1522 419/431 48060lvl>15306old 2oclock> You flee from combat! You can't see a thing! 21/833 1485/1522 418/431 48060lvl>15306old 2oclock> w w You can't see a thing! You yell 'Help! I am being attacked by someone!' Someone's chomp MASSACRES you! You have been KILLED!! As the cold chill of death descends upon you Morlhach grants you yet another chance. You have been granted a temporary sanctuary as an invincible ghost. As long as you don't attack anything. Cursing at the loss you send in a request for a new guard captain. Returned to a near full loot. Link to comment
Anonymous Posted August 23, 2016 Report Share Posted August 23, 2016 Quote "Tired of being caught in the crossfire? Are you fed up being "accidentally" pummeled by reckless lawmen or stumbling into errant thunderstorms FIRESTORMS? Quit being collateral damage." The Miruvhor Whisperer Anonymous poster hash: aec6c...06b Link to comment
Anonymous Posted August 23, 2016 Report Share Posted August 23, 2016 This was not planned in anyway, really bad coincidence. I had to wait almost fifteen hours for a spell to run out, and when I cameto get my standard I saw Erulisse coming my way. I didn't hear a yell a scream or anything. I can show logs too. <898hp 762m 502mv> The Village Center The center of Blackwatch Village, this square of paved cobblestones leads throughout the village in all directions. In the center of the square is a large gray well. Suspended above the well on two steel posts is a white flag with a golden sunburst, the sigil of the Blackwatch Guard. To one side of the well is a large iron sign, arrows pointing in the four cardinal directions with a neat script detailing where each road leads. [Exits: north east south west] A mighty Fortress looms over the area. A large well made of gray stone is here, fresh water fed from the springs of Mount Khorand churning far below. A huge sign made of solid iron is here, marked with directions. A Blackwatch villager scurries about, taking care of business. <898hp 762m 501mv> A Cobblestone Road The cobblestones of this road are perfectly even, clearly laid by a skilled mason with great attention to detail. Villagers and traffic from Fort Blackwatch bustle about the streets, going about their business. The occasional guard from the Fort passes by, patrolling through the streets and keeping the peace. [Exits: north south] <898hp 762m 500mv> Fort Blackwatch is [KNIGHT] controlled. Players near you: <PK> Yewtrunk (WANTED) A Cobblestone Road <898hp 762m 500mv> The Village Center The center of Blackwatch Village, this square of paved cobblestones leads throughout the village in all directions. In the center of the square is a large gray well. Suspended above the well on two steel posts is a white flag with a golden sunburst, the sigil of the Blackwatch Guard. To one side of the well is a large iron sign, arrows pointing in the four cardinal directions with a neat script detailing where each road leads. [Exits: north east south west] A mighty Fortress looms over the area. A large well made of gray stone is here, fresh water fed from the springs of Mount Khorand churning far below. A huge sign made of solid iron is here, marked with directions. A Blackwatch villager scurries about, taking care of business. <898hp 762m 499mv> A Cobblestone Road The cobblestones of this road are perfectly even, clearly laid by a skilled mason with great attention to detail. Villagers and traffic from Fort Blackwatch bustle about the streets, going about their business. The occasional guard from the Fort passes by, patrolling through the streets and keeping the peace. [Exits: east west] <898hp 762m 498mv> The Eastern Square A smaller cobblestone square indicates the presence of businesses to either side of the road. Pedestrian traffic is increased in the square, as people hurry about, taking care of their various needs. Guardsmen maintain patrols throughout the village, ensuring that things remain calm and orderly. To the north, a stone building has been erected, the name "Bank of Aabahran" carved over the grand entrance. To the south lies a village residence. [Exits: north east south west] <898hp 762m 497mv> The Eastern Gate The eastern gate of Blackwatch Village, made of polished black marble, stands open to allow traffic to and from the Flying Citadel. The gateguards are polite and friendly, but keep pedestrians and merchants moving through the gate. The white stone walls of the village extend to the north and south, enclosing the town. [Exits: east west up] A mighty Fortress looms over the area. (Golden Aura) (White Aura) A member of the Blackwatch Guard is here, guarding the gates of Blackwatch Village. <898hp 762m 496mv> Fort Blackwatch is [KNIGHT] controlled. Players near you: <PK> Yewtrunk (WANTED) The Eastern Gate <898hp 762m 496mv> The Eastern Trail This small road traverses the once-forested path between Blackwatch Village and the Citadel to the east. Westward, beyond the village, the walls of Fort Blackwatch glisten darkly. To the south, Mount Khorand continues to loom. [Exits: east west] <898hp 762m 495mv> You attempt to camouflage yourself. <898hp 762m 495mv> Fort Blackwatch is [KNIGHT] controlled. Players near you: <PK> Yewtrunk (WANTED) The Eastern Trail <898hp 762m 495mv> The Eastern Trail This small road traverses the once-forested path between Blackwatch Village and the Citadel to the east. Westward, beyond the village, the walls of Fort Blackwatch glisten darkly. To the south, Mount Khorand continues to loom. [Exits: east west] <898hp 762m 494mv> The Eastern Trail This small road traverses the once-forested path between Blackwatch Village and the Citadel to the east. Westward, beyond the village, the walls of Fort Blackwatch glisten darkly. To the south, Mount Khorand continues to loom. [Exits: east west] <898hp 762m 493mv> Main Eastern Road The fresh oaken smell of the forest trees and recently dried leaves on the earthen floor swirl to form a scent found only in such a lively nature setting. Gigantic oak trees tower up into the sky, almost entirely blocking the sun from view, and allowing only small rays of light to pass through. A small breeze seems to constantly pass through the area, rustling the leaves and causing the trees to sway slightly. Several small rocks have been layed aside the dirt road, creating a neat pathway further into the forest. Small bushes lie further away from the path, many appear to hold fruits that look very edible. [Exits: east west] (Golden Aura) (Glowing) (Humming) An ornate crystal staff is here, belonging to the Abbot. ( 2) A magical spring flows from the ground here. A dark bush holding several small fruits sits in the shade. (Red Aura) (White Aura) Giacomo the Grand Master of Seasons is here. <898hp 762m 491mv> On the Eastern Path The forest suddenly becomes much lighter, as more and more rays of light pierce through the tree tops. The denseness of the trees has lessened here, as has much of the wildlife. Pink flowers and a variety of other plants span across the sides of the dirt path. You can sense something immense within the distance, greatly contrasting with the nature's life around here. [Exits: east west] A mighty Fortress looms over the area. <898hp 762m 490mv> You step out from your cover. <898hp 762m 490mv> Between Granite Walls Huge granite walls rise up to both your left and right, eliminating the sight of any wildlife or trees. The ground has been neatly cobbled, allowing for easy transporation of wagons or any other suppy carriers. Despite the ideal conditions, it looks as though people are avoiding this path. There is not a single person around here to be seen. The cobbled road continues on towards the east. [Exits: east west] <898hp 762m 489mv> Between Granite Walls The tall smooth granite walls continue on along here, entrapping you in between them for what looks like a great distance from here. Their hard surface towers above you, making the sky appear like a small line far above you. Strange, the tidy cobbled road appears to be stained with a red substance. Every step you take the walls seem to get closer together, appearing to slowly converge upon your tiny body. [Exits: east west] <898hp 762m 488mv> Between Granite Walls The tall smooth granite walls continue on along here, entrapping you in between them for what looks like a great distance from here. Their hard surface towers above you, making the sky appear like a small line far above you. Strange, the tidy cobbled road appears to be stained with a red substance. The stain looks as though it is thicker here, as the red substance appears to be much greater in quantity. [Exits: east west] You are hungry. As you leave the warm embrace of nature, your mind begins to yearn. <898hp 778m 500mv> Between Granite Walls The tall smooth granite walls continue on along here, entrapping you in between them for what looks like a great distance from here. Their hard surface towers above you, making the sky appear like a small line far above you. Strange, the tidy cobbled road appears to be stained with a red substance. It looks as though someone or something was dragged through here, causing it to become smeared all over in a linear path. [Exits: east west] <898hp 778m 499mv> Between Granite Walls The tall smooth granite walls continue on along here, entrapping you in between them for what looks like a great distance from here. Their hard surface towers above you, making the sky appear like a small line far above you. The bloody trail comes to an end here, at its source. [Exits: east west] A small human corpse lies impaled on a long iron spike. (Red Aura) A ferocious looking centaur tears viciously at a Citeldian corpse. <898hp 778m 498mv> Flying Citadel is [KNIGHT] controlled. Players near you: <PK> Giacomo Main Eastern Road <PK> Erulisse At the Section One Entrance <PK> Yewtrunk (WANTED) Between Granite Walls <898hp 778m 498mv> At the Walls End The walls come to an end here, allowing you once again to see the world around you. The forest setting has completely vanished from view, as farmlands stretch out as far as you can see. Miles upon miles of a variety of crops stretch out in all direction, save, directly north, where the cobbled path continues on. Not far in the distance you can make out a massive structure somehow floating within the sky. Small ropes dangle from each of its corner, onto the ground. [Exits: east west] <898hp 778m 497mv> Farmer John's Foodstand A few old pieces of plank wood and nails form a small poorly built stand before you. Dozens of boxes filled with different fruits rest on the stand's few shelves, each sporting a peculiarly small price tag. Painted across the top of the stand in big red letters are "FAHRMMERH JONHS' FHHOOD". Old dried and decomposing pieces of fruit lie smashed on the floor and around the area. Apparently not many people buy food here. [Exits: north east south west] A mighty Fortress looms over the area. A poorly built fruit stand is here. Farmer Griff's Brother, Joe Griff stands here. <898hp 778m 496mv> You scan south. *** Range 1 (south) *** A bleeding thug of syndicate lies in the dirt here. *** Range 2 (south) *** (White Aura) The Cabal Guard is here watching over the standard. The Tribunal altar stands here. *** Range 3 (south) *** A male noble paces leisurely here, seeming at peace. *** Range 5 (south) *** A Blood Guard sentry is here, patroling the property. A female noble, draped in white silk, haughtily goes about her business. A male noble paces leisurely here, seeming at peace. A male noble paces leisurely here, seeming at peace. <898hp 778m 496mv> You attempt to camouflage yourself. <898hp 778m 496mv> Flying Citadel is [KNIGHT] controlled. Players near you: <PK> Giacomo At the Entrance of the Flying Citidel <PK> Erulisse Within Section Area One <PK> Yewtrunk (WANTED) Farmer John's Foodstand <898hp 787m 509mv> You step out from your cover. You set up a Trap of Silvanus and wait for your victim. <898hp 737m 509mv> Your trap sends Erulisse to the ground! ----------) I have a trigger for this, sorry Erulisse, It was serious bad luck. <898hp 737m 509mv> Erulisse is blinded by the dirt in her eyes! Erulisse fades into existence. Your kicked dirt scratches Erulisse. You dodge Erulisse's attack. You dodge Erulisse's attack. Your chomp MASSACRES Erulisse! Your chomp DISMEMBERS Erulisse! Your chomp MASSACRES Erulisse! Your chomp misses Erulisse. Erulisse looks pretty hurt. Yewtrunk: [===|===|===|===] <898hp 737m 509mv> Giacomo yells 'NO NO' You dodge Erulisse's attack. Erulisse parries your attack. Your chomp DISMEMBERS Erulisse! Your chomp MASSACRES Erulisse! Your chomp MASSACRES Erulisse! Erulisse is in awful condition. Yewtrunk: [===|===|===|===] <898hp 737m 509mv> Erulisse has fled! <898hp 737m 509mv> Cast the spell on whom? <898hp 737m 509mv> Your chomp MASSACRES Erulisse! Erulisse is DEAD!! You receive 401 experience points. [WARDER]: 'Yewtrunk has triumphed over Erulisse!' You have gained 60 pelts in service of WARDER. Erulisse's head is shattered, and her brains splash all over you. <898hp 737m 509mv> Giacomo tells you 'My fire!' Anonymous poster hash: 66df3...d5e Link to comment
Anonymous Posted August 23, 2016 Report Share Posted August 23, 2016 Sorry Giacomo, I had 0 idea you two were fighting, didn't mean to take your fire away..even when I checked the 'where' I thought you might just be a tribunal in the making. It all happened way TO FAST. Anonymous poster hash: 66df3...d5e Link to comment
Kyzarius Posted August 23, 2016 Report Share Posted August 23, 2016 Looks like good old FL to me lol. And you two couldnt of felt too bad. Was the looting like couples therapy? Link to comment
Implementor Erelei Posted August 23, 2016 Implementor Report Share Posted August 23, 2016 Nothing wrong here. Move along. (Wouldn't have been anything wrong here before the PK rules were lifted - none of the above are quest race/classes). If you guys keep posting shitty PK logs like this, I'm going to restrict to allowing IMMs approve again. So stop. Link to comment
Anonymous Posted August 23, 2016 Report Share Posted August 23, 2016 1 hour ago, Kyzarius said: Looks like good old FL to me lol. And you two couldnt of felt too bad. Was the looting like couples therapy? I like rainbows and unicorns, and would never attack another player. Never ever. Yup yup. Link to comment
the_nightmare Posted August 23, 2016 Report Share Posted August 23, 2016 Farmer Griff's Brother, Joe Griff stands here. You yell 'Help! I've fallen into Yewtrunk's trap!' Yewtrunk's trap sends you to the ground! This is hilarios as fuck Link to comment
mya Posted August 23, 2016 Report Share Posted August 23, 2016 They weren't both on you at the same time. This has always happened. Tag teaming was never illegal for non app Qclasses. Hell, I always get those as a savant. Still, I feel sympathetic for your bad luck, but come back when you have two guys engage you at the same time, less than 24h after the rule change, actively trying to murder you dead (true story). Link to comment
kamikazi Posted August 23, 2016 Report Share Posted August 23, 2016 The thing that bugs me here.... The world dims with pain as Giacomo buries his fingers in your torso.Your protective shield dissipates.Giacomo's protective shield dissipates. Since when monks get prot shield? WTF? Link to comment
Anonymous Posted August 23, 2016 Report Share Posted August 23, 2016 Looks pretty standard to me. Had a chance to recall and possibly live, assuming you picked elf city and not lame val miran. You got caught by a lurking cabal enemy, what and why in an RP sense should he have NOT attacked you? You think your enemies really care about how hurt you are or how busy you are? In actual war, you want every advantage possible. You want to catch the enemy when they are tired and fatigued. You want to catch them while they are preoccupied. You got caught. What I love the most about lifting these rules (even though as previously mentioned, this didn't break any of those) is that people are going to have to learn what it's like to survive again. No more coddling, no more assumptions of safety just because you've been in combat recently. I remember back in the day every time I recalled crossing my fingers and hoping there wasn't an enemy pit humping. And when there was and I ate a full loot...there was nothing to say. That's FL. Anonymous poster hash: 82e9d...5bd Link to comment
Anonymous Posted August 23, 2016 Report Share Posted August 23, 2016 Hell, that was strategy. Badass Knight cabalchats 'I'm going to whoop him and he's going to pray to be returned to his Temple in Val miran. Wait there and cut off his escape." Badass Nexus cabalchats 'Well, I think they are trying to set a trap for me, I better plan a different exit than a recall' Syndi Ninja cabalchats "Hehehe, this camping knight doesn't even realize he's being studied..." Badass Nexus recalls anyway. N00b camping Knight attacks Badass Nexus barely manages to escape Syndi ninja steps out of the shadows and assassinates noob knight Noob Knight cabalchats "Yeah that's the last time I'm pit humping for you bruh" Anonymous poster hash: 82e9d...5bd Link to comment
Aulian Posted August 23, 2016 Report Share Posted August 23, 2016 Also.. Would we be having the same conversation if you were assassinated? No? Then I don't see the problem. Can't expect a ninja to say... Oh I'll wait till you're done even though I have this study. Basically I'm aiming for Yewtrunk's title to be changed to Yewtrunk the TREE NINJA! Link to comment
Aulian Posted August 23, 2016 Report Share Posted August 23, 2016 To the invoker: 1. Why would you try and move through an area without casting sanction? 2. You can recall DURING combat 3. Don't rely on one charged weapon. I dont know if you still can, but charge a dragon orb or something as a back up. Link to comment
sarcon Posted August 23, 2016 Report Share Posted August 23, 2016 1 hour ago, Anonymous said: I remember back in the day every time I recalled crossing my fingers and hoping there wasn't an enemy pit humping. And when there was and I ate a full loot...there was nothing to say. That's FL. Anonymous poster hash: 82e9d...5bd Yup, all day everday this would happen. This would actually stop me from recalling period during battles. I remember I started getting really good at running my ass off and hightailing outta there because of this. Link to comment
f0xx Posted August 23, 2016 Report Share Posted August 23, 2016 1 hour ago, Aulian said: To the invoker: 1. Why would you try and move through an area without casting sanction? 2. You can recall DURING combat 3. Don't rely on one charged weapon. I dont know if you still can, but charge a dragon orb or something as a back up. You forgot to mention to eat when you're hungry. Link to comment
Kyzarius Posted August 23, 2016 Report Share Posted August 23, 2016 Voker's can teleport too...the no sanc observation is a good one as well. Never have it down....ever...assume the very trees are out to smack you in the face. Because they are. Link to comment
Chesta6384 Posted August 23, 2016 Report Share Posted August 23, 2016 Invokers have cancellation.....sanc should never run out...... Link to comment
Pali Posted August 23, 2016 Report Share Posted August 23, 2016 4 hours ago, Aulian said: 3. Don't rely on one charged weapon. I dont know if you still can, but charge a dragon orb or something as a back up. To add to this: don't always rely simply on charged weapons. Against a number of enemies it can be better to wield disposable daggers/maces while holding a charged stave in your other hand rather than to simply use a charged staff, so that you aren't crippled when your weapon is disarmed or destroyed. Link to comment
Aulian Posted August 23, 2016 Report Share Posted August 23, 2016 55 minutes ago, Pali said: To add to this: don't always rely simply on charged weapons. Against a number of enemies it can be better to wield disposable daggers/maces while holding a charged stave in your other hand rather than to simply use a charged staff, so that you aren't crippled when your weapon is disarmed or destroyed. That more eloquently put what I meant. Link to comment
Pali Posted August 23, 2016 Report Share Posted August 23, 2016 Eh, was a bit of a reading fail on my part - you wrote dragon orb, and I was thinking you were referring to the marmalade orb rather than a stave. I'd just woken up and was rushing before heading to work. Plus, until three days ago I hadn't played in years, so... Oops. Link to comment
Anonymous Posted August 24, 2016 Report Share Posted August 24, 2016 The log was posted strictly to showcase that standards change if you're giving, or receiving. When yewtrunk was hit twice by belderon, I wasn't a classy char. But now that I got the short end, it's just how the game goes. Anonymous poster hash: f012f...90e Link to comment
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