Akari
07-12-2007, 03:25 AM
So, I get in an argument with this cleric because my animate will not follow me into a sanct... he has the park sancted, and I'm about to have my ranger cast colors for everyone and spellup my animate... But, since he wants to be a cocknballs my animate ends up dieing while I argue with him forever.
People need to realize that sancts don't only stop thievery... they stop alot of other actions, such as "spelling up an animate" or simple actions like "casting 705 at an empty box in my hand"... these are more annoying then anything...
everyone has thier own thievery prevention, it's called closing your fucking containers...
Sancting to stop attacks while you raise someone is one thing, or to protect a public place during an invasion... but to sanct a public room, just to sanct... and sit there for hours with your sanct up? that is deserving of punishment.
Speaking quietly to you, Demyse says, "There is nothing further to speak."
Speaking to Demyse, you say, "I suppose talk will not solve anything at this point, just remember that I tried to be diplomatic about the issue."
Demyse turns around.
Demyse casually observes his surroundings.
Speaking in Guildspeak, Akaylas says, "Time for the fireworks..."
You rub your glass amulet.
1d100: 76 + Modifiers: 135 == 211
You become invisible.
Cast Roundtime 3 Seconds.
rummage my sack spell 214
You rummage through your crimson sack and remove a pure white scroll with Bind scrawled upon it.
You raise the pure white scroll and gesture to invoke the Bind spell.
Sparks begin to fly between the pure white scroll and your fingers. With a sudden burst of enthusiasm, the sparks jump into your hand and a charged feeling surrounds you.
You are visible again.
You gesture at Demyse.
CS: +297 - TD: +116 + CvA: +14 + d100: +35 - -5 == +235
Warding failed!
Demyse suddenly stops all movement.
Cast Roundtime 3 Seconds.
>n
[Town Square, Southwest]
This corner of the square seems somewhat subdued. Townsfolk pass through on their way to the shops, the bazaar, or the main well at the center of the square. Others hurry past, anxious to get home or go on about their business. You also see a gypsy fortuneteller, a shaggy mutt, a badly damaged modwir trunk, a weathered thanot chest, a cobblestone walkway leading up to a wrought-iron gate and a wood-sided shop.
Obvious paths: north, northeast, east, south, west
Roundtime: 5 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so.
The shaggy mutt barks, "Woof! Woof!"
>sneak s
[Town Square, Small Park]
A small, shaded park fills an old vacant lot behind a row of buildings, the bright lamplight from the square filtering through the passage to the north to illuminate the area with a soft glow. A weatherworn grey marble statue of a stocky human in pioneer's clothing overlooks the park, his stone hat encrusted by the gifts of decades of passing birds and his right hand half-upraised as if it once held some now-missing object. You also see a heavy backpack, a heavy backpack, a small green frog that is sitting, a large black vulture that is flying around and some ornate wrought-iron benches.
Also here: Davaru, Mixi, Great Lord Bulwark, Akaylas who is sitting, Torruck who is sitting, Lord Qwibbly who is kneeling, Nataylia, Nivlamvar, Lord Demyse, Symminian
Obvious paths: north, south, west
Roundtime: 10 sec.
You move into position to stalk Demyse when he moves.
Revon comes out of hiding.
Revon starts jumping around like a twelve-year-old.
You come out of hiding.
You sneeze.
You gesture while calling upon the lesser spirits to aid you with the Spirit Guide spell...
Your spell is ready.
You gesture.
Your surroundings blur for a moment . . .
[Wehnimer's, Erebor Square]
The dome of a large temple rises above this peaceful square, silhouetted against the starlit sky. The circular building is surrounded by marble porticos and teak columns, and a promenade leads to two pillars, through which the inner sanctum can be glimpsed. Priests and worshippers wander here and there, engaged in various rituals of devotion or study. A locked almsbox is securely bolted to an iron pole alongside the pillars. You also see a wrought-iron gate and a glowing white stone.
Also here: Lord Demyse, Revon
Obvious paths: east, south, west
Cast Roundtime 3 Seconds.
You are overwhelmed by an intense wave of disorientation. An acidic bile taste hangs in the back of your throat, making it difficult to swallow. As you try to recover some semblance of balance, an intense series of spasms from deep in your bowels forces its entire contents to work its way up your throat. It takes every ounce of personal effort to keep yourself from the irresistible urge to vomit!
Roundtime: 59 sec.
Revon deeply says, "I knew something was happening."
Revon starts chortling.
You recover somewhat from your nausea.
Revon surveys his surroundings carefully.
Demyse quietly asks, "Ahh so brute force now?"
Revon gazes in wonder at his surroundings.
You say, "I tried the diplomatic way."
You say, "You told me there was nothing else to speak about."
Demyse quietly says, "I saw how hard.. so your mind was so weak that now you act as a human."
(he woulda lived had he not said that, I was gonna just leave him bound)
You stand back up.
Demyse quietly says, "Do as you must.. it solves nothing to the problem."
You trace an intricate sign that contorts in the air while forcefully invoking Torment...
Your spell is ready.
You gesture at Demyse.
CS: +416 - TD: +115 + CvA: +14 + d100: +21 - -5 == +341
Warding failed!
You glare malevolently at Demyse.
You feel a dark force suddenly summoned between you and Demyse.
Cast Roundtime 3 Seconds.
You rub your glass amulet.
1d100: 31 + Modifiers: 135 == 166
You become invisible.
Cast Roundtime 3 Seconds.
You feel a dark force lash out at your opponent!
CS: +416 - TD: -76 + CvA: +14 + d100: +9 - -5 == +520
Warding failed!
Demyse is engulfed in an eerie, dark haze!
He flinches in pain!
... 110 points of damage!
Demyse drops to the ground like a sack of potatoes.
He is knocked to the ground!
He is stunned!
Revon shifts his weight.
Someone unseen yells, "Criminal, begone! Hanging's too good for the likes of you!"
You feel a dark force lash out at your opponent!
CS: +416 - TD: -126 + CvA: +14 + d100: +13 - -5 == +574
Warding failed!
Demyse is engulfed in an eerie, dark haze!
He flinches in pain!
... 115 points of damage!
Shot shatters shoulder and severs left arm!
* Demyse drops dead at your feet!
Demyse appears less secure.
(that must really suck seeing your TD go further negative then it is normally positive)
A small human child cries out, "Murder!". His mother then sends him off for the night watchman.
You feel the presence take Demyse's life.
Revon rubs his glass amulet.
Revon rubs his glass amulet.
Revon rubs his glass amulet.
[Wehnimer's, Erebor Square]
The dome of a large temple rises above this peaceful square, silhouetted against the starlit sky. The circular building is surrounded by marble porticos and teak columns, and a promenade leads to two pillars, through which the inner sanctum can be glimpsed. Priests and worshippers wander here and there, engaged in various rituals of devotion or study. A locked almsbox is securely bolted to an iron pole alongside the pillars. You also see a wrought-iron gate and a glowing white stone.
Also here: the body of Lord Demyse who is lying down, Revon
Obvious paths: east, south, west
Revon deeply says, "Oy."
Revon rubs his glass amulet.
Nothing happens.
Revon renews his song.
Revon whines.
Demyse's body decays into compost.
Revon changes his tune, adding a new element to his song...
Revon skillfully begins to weave another verse into his harmony.
Revon sings a song of revelry, reminding you of days long gone. Lost in the song for a moment, your vision blurs slightly and you think you see Revon raise his arm in a toast. You blink to clear your head and find that Revon has vanished!
(thought we was gonna get to see Revon get hung, darn it)
Lord Demyse just strode in.
Lord Demyse strides away moving west.
(So, Demyse heads straight back to the park to sanct again, and he eventually got the sanct back up but not before he was slept a few times...)
I just wanted to post this as a reminder that sancts piss off more then just thieves...
People need to realize that sancts don't only stop thievery... they stop alot of other actions, such as "spelling up an animate" or simple actions like "casting 705 at an empty box in my hand"... these are more annoying then anything...
everyone has thier own thievery prevention, it's called closing your fucking containers...
Sancting to stop attacks while you raise someone is one thing, or to protect a public place during an invasion... but to sanct a public room, just to sanct... and sit there for hours with your sanct up? that is deserving of punishment.
Speaking quietly to you, Demyse says, "There is nothing further to speak."
Speaking to Demyse, you say, "I suppose talk will not solve anything at this point, just remember that I tried to be diplomatic about the issue."
Demyse turns around.
Demyse casually observes his surroundings.
Speaking in Guildspeak, Akaylas says, "Time for the fireworks..."
You rub your glass amulet.
1d100: 76 + Modifiers: 135 == 211
You become invisible.
Cast Roundtime 3 Seconds.
rummage my sack spell 214
You rummage through your crimson sack and remove a pure white scroll with Bind scrawled upon it.
You raise the pure white scroll and gesture to invoke the Bind spell.
Sparks begin to fly between the pure white scroll and your fingers. With a sudden burst of enthusiasm, the sparks jump into your hand and a charged feeling surrounds you.
You are visible again.
You gesture at Demyse.
CS: +297 - TD: +116 + CvA: +14 + d100: +35 - -5 == +235
Warding failed!
Demyse suddenly stops all movement.
Cast Roundtime 3 Seconds.
>n
[Town Square, Southwest]
This corner of the square seems somewhat subdued. Townsfolk pass through on their way to the shops, the bazaar, or the main well at the center of the square. Others hurry past, anxious to get home or go on about their business. You also see a gypsy fortuneteller, a shaggy mutt, a badly damaged modwir trunk, a weathered thanot chest, a cobblestone walkway leading up to a wrought-iron gate and a wood-sided shop.
Obvious paths: north, northeast, east, south, west
Roundtime: 5 sec.
You attempt to blend with the surroundings and feel confident that no one has noticed your doing so.
The shaggy mutt barks, "Woof! Woof!"
>sneak s
[Town Square, Small Park]
A small, shaded park fills an old vacant lot behind a row of buildings, the bright lamplight from the square filtering through the passage to the north to illuminate the area with a soft glow. A weatherworn grey marble statue of a stocky human in pioneer's clothing overlooks the park, his stone hat encrusted by the gifts of decades of passing birds and his right hand half-upraised as if it once held some now-missing object. You also see a heavy backpack, a heavy backpack, a small green frog that is sitting, a large black vulture that is flying around and some ornate wrought-iron benches.
Also here: Davaru, Mixi, Great Lord Bulwark, Akaylas who is sitting, Torruck who is sitting, Lord Qwibbly who is kneeling, Nataylia, Nivlamvar, Lord Demyse, Symminian
Obvious paths: north, south, west
Roundtime: 10 sec.
You move into position to stalk Demyse when he moves.
Revon comes out of hiding.
Revon starts jumping around like a twelve-year-old.
You come out of hiding.
You sneeze.
You gesture while calling upon the lesser spirits to aid you with the Spirit Guide spell...
Your spell is ready.
You gesture.
Your surroundings blur for a moment . . .
[Wehnimer's, Erebor Square]
The dome of a large temple rises above this peaceful square, silhouetted against the starlit sky. The circular building is surrounded by marble porticos and teak columns, and a promenade leads to two pillars, through which the inner sanctum can be glimpsed. Priests and worshippers wander here and there, engaged in various rituals of devotion or study. A locked almsbox is securely bolted to an iron pole alongside the pillars. You also see a wrought-iron gate and a glowing white stone.
Also here: Lord Demyse, Revon
Obvious paths: east, south, west
Cast Roundtime 3 Seconds.
You are overwhelmed by an intense wave of disorientation. An acidic bile taste hangs in the back of your throat, making it difficult to swallow. As you try to recover some semblance of balance, an intense series of spasms from deep in your bowels forces its entire contents to work its way up your throat. It takes every ounce of personal effort to keep yourself from the irresistible urge to vomit!
Roundtime: 59 sec.
Revon deeply says, "I knew something was happening."
Revon starts chortling.
You recover somewhat from your nausea.
Revon surveys his surroundings carefully.
Demyse quietly asks, "Ahh so brute force now?"
Revon gazes in wonder at his surroundings.
You say, "I tried the diplomatic way."
You say, "You told me there was nothing else to speak about."
Demyse quietly says, "I saw how hard.. so your mind was so weak that now you act as a human."
(he woulda lived had he not said that, I was gonna just leave him bound)
You stand back up.
Demyse quietly says, "Do as you must.. it solves nothing to the problem."
You trace an intricate sign that contorts in the air while forcefully invoking Torment...
Your spell is ready.
You gesture at Demyse.
CS: +416 - TD: +115 + CvA: +14 + d100: +21 - -5 == +341
Warding failed!
You glare malevolently at Demyse.
You feel a dark force suddenly summoned between you and Demyse.
Cast Roundtime 3 Seconds.
You rub your glass amulet.
1d100: 31 + Modifiers: 135 == 166
You become invisible.
Cast Roundtime 3 Seconds.
You feel a dark force lash out at your opponent!
CS: +416 - TD: -76 + CvA: +14 + d100: +9 - -5 == +520
Warding failed!
Demyse is engulfed in an eerie, dark haze!
He flinches in pain!
... 110 points of damage!
Demyse drops to the ground like a sack of potatoes.
He is knocked to the ground!
He is stunned!
Revon shifts his weight.
Someone unseen yells, "Criminal, begone! Hanging's too good for the likes of you!"
You feel a dark force lash out at your opponent!
CS: +416 - TD: -126 + CvA: +14 + d100: +13 - -5 == +574
Warding failed!
Demyse is engulfed in an eerie, dark haze!
He flinches in pain!
... 115 points of damage!
Shot shatters shoulder and severs left arm!
* Demyse drops dead at your feet!
Demyse appears less secure.
(that must really suck seeing your TD go further negative then it is normally positive)
A small human child cries out, "Murder!". His mother then sends him off for the night watchman.
You feel the presence take Demyse's life.
Revon rubs his glass amulet.
Revon rubs his glass amulet.
Revon rubs his glass amulet.
[Wehnimer's, Erebor Square]
The dome of a large temple rises above this peaceful square, silhouetted against the starlit sky. The circular building is surrounded by marble porticos and teak columns, and a promenade leads to two pillars, through which the inner sanctum can be glimpsed. Priests and worshippers wander here and there, engaged in various rituals of devotion or study. A locked almsbox is securely bolted to an iron pole alongside the pillars. You also see a wrought-iron gate and a glowing white stone.
Also here: the body of Lord Demyse who is lying down, Revon
Obvious paths: east, south, west
Revon deeply says, "Oy."
Revon rubs his glass amulet.
Nothing happens.
Revon renews his song.
Revon whines.
Demyse's body decays into compost.
Revon changes his tune, adding a new element to his song...
Revon skillfully begins to weave another verse into his harmony.
Revon sings a song of revelry, reminding you of days long gone. Lost in the song for a moment, your vision blurs slightly and you think you see Revon raise his arm in a toast. You blink to clear your head and find that Revon has vanished!
(thought we was gonna get to see Revon get hung, darn it)
Lord Demyse just strode in.
Lord Demyse strides away moving west.
(So, Demyse heads straight back to the park to sanct again, and he eventually got the sanct back up but not before he was slept a few times...)
I just wanted to post this as a reminder that sancts piss off more then just thieves...