PDA

View Full Version : Part I the murder



Parkbandit
08-28-2004, 01:14 PM
I actually have no problem with this fella, but my ranger's roleplay denotes that he had to die due to his ignorance and his race. This is a long hunting log only to show that he was warned and knew I was hunting in the same 16 room hunting area as he was, yet he continued to use ewave.

[Ice Plains, Worker Burrows]
The tunnel ends abruptly here and the room is bare except for timbers along the southern portion of the room to reinforce the ceiling. A large hole in the floor about three feet across leads to a darkened room below where the remains of a ladder are scattered on the floor. You also see an arctic manticore that appears stunned.
Also here: Zyre
Obvious exits: southeast

Zyre swings a mithril claidhmore at an arctic manticore!
AS: +255 vs DS: +136 with AvD: +33 + d100 roll: +11 = +163
... and hits for 75 points of damage!
Hard slash to the arctic manticore's side opens its spleen!
The arctic manticore falls to the ground and dies.

[Ice Plains, Worker Burrows]
The passage opens up here into a large cavern where many supplies are kept. A row of hooks along one wall hold varying sizes of ropes and several rusted lengths of chain. Crates of dried meat are stacked neatly to one side and marked with writing, the likes of which you have never seen before. Timbers line the walls and you hear a creak from time to time as the ceiling settles onto the timbers. You also see an arctic manticore.
Obvious exits: south, northwest

You remove a single bright golden arrow from a bundle of bright golden arrows.

You nock a bright golden arrow crested with black bands in your gleaming ruic yumi.
You fire a bright golden arrow at an arctic manticore!
AS: +277 vs DS: +141 with AvD: +31 + d100 roll: +51 = +218
... and hit for 63 points of damage!
Incredible shot to the eye penetrates deep into skull!
The arctic manticore falls to the ground and dies.
The bright golden arrow sticks in an arctic manticore's right eye!
Roundtime: 3 sec.

Zyre just arrived.

Zyre just went south.

You search the arctic manticore.
It had a bright golden arrow crested with black bands.
It had 201 silvers on it.
You gather the remaining 201 coins.
It had nothing else of value.
An arctic manticore decays into compost.

You pick up the bright golden arrow, but can find no others like it.

You add a bright golden arrow crested with black bands to your bundle.

[Ice Plains, Worker Burrows]
The passage narrows here as you work your way deep into the cavern. Timbers line the walls and ceiling to reinforce them against a possible cave-in. One of the timbers has a large hook nailed to it with several lengths of thick chain dangling from it. You also see a snowflake zircon and an opening.
Obvious exits: north

[Ice Plains, Hill Side]
Making your way along the ledge you catch yourself on a small boulder as you misstep and almost fall to the ground below. The wind is bitter along this section of the path causing you to shiver and wish for a warm drink to soothe your chilled bones. Just ahead you spy a path leading north into a large cavern.
Obvious paths: east, west

[Ice Plains, Hill Side]
The ledge tapers off and once again becomes part of the hill leaving no way for you to continue around the east side of the hill. A smooth ramp continues upward to another ledge that looks to head back in the direction you came from. The ramp has two iron railings along each side and is completely covered with ice, making it difficult to climb. Just underneath the ramp is the entrance to a tunnel heading north.
Obvious paths: west

[Ice Plains, Worker Burrows]
This room branches off into several different directions but appears to be the central location to this tunnel. A large table dominates the room, with many stools arranged along the outside for the inhabitants to sit while they dine. A large firepit ringed with stones is off to one side of the room. It looks as if the area has seen a lot of use recently, and the odor of burnt flesh lingers in the air. You also see an arctic manticore, a tundra giant that is lying down, a tundra giant that is lying down, a tundra giant that is lying down and an opening.
Also here: Zyre
Obvious exits: north, northeast, east

A tundra giant slowly works his way back into a standing position.

[Ice Plains, Worker Burrows]
Walking through the doorway you enter another rest area with a small firepit in the center of the room with fur bedding laid out around it. Along the east wall are several timbers in place to reinforce the ceiling and the wall itself. You also see a tundra giant.
Obvious exits: south

You remove a single bright golden arrow from a bundle of bright golden arrows.

You nock a bright golden arrow crested with black bands in your gleaming ruic yumi.
You fire your gleaming ruic yumi at a tundra giant but the shot flies wide of the target!
The bright golden arrow flies off to the south!
Roundtime: 3 sec.

You remove a single bright golden arrow from a bundle of bright golden arrows.

You nock a bright golden arrow crested with black bands in your gleaming ruic yumi.
You fire a bright golden arrow at a tundra giant!
AS: +277 vs DS: +101 with AvD: +23 + d100 roll: +26 = +225
... and hit for 54 points of damage!
Slash across right eye!
Hope the left is working.
The tundra giant is stunned!
The scintillating white light surrounding the arrow fades some.
The bright golden arrow sticks in a tundra giant's right eye!
Roundtime: 3 sec.

You remove a single bright golden arrow from a bundle of bright golden arrows.

You nock a bright golden arrow crested with black bands in your gleaming ruic yumi.
You fire a bright golden arrow at a tundra giant!
AS: +277 vs DS: +73 with AvD: +23 + d100 roll: +61 = +288
... and hit for 80 points of damage!
Elbow punctured, oh what pain!
The scintillating white light surrounding the arrow fades some.
The bright golden arrow sticks in a tundra giant's right arm!
Roundtime: 3 sec.

A tundra giant throws his head back and howls, shaking off the stun!

You remove a single bright golden arrow from a bundle of bright golden arrows.

You nock a bright golden arrow crested with black bands in your gleaming ruic yumi.
You fire a bright golden arrow at a tundra giant!
AS: +277 vs DS: +92 with AvD: +23 + d100 roll: +37 = +245
... and hit for 68 points of damage!
Well aimed strike shatters bone in right arm!
The tundra giant is stunned!
The scintillating white light surrounding the arrow fades some.
The bright golden arrow sticks in a tundra giant's right arm!
Roundtime: 3 sec.

You remove a single bright golden arrow from a bundle of bright golden arrows.

You nock a bright golden arrow crested with black bands in your gleaming ruic yumi.
You fire a bright golden arrow at a tundra giant!
AS: +277 vs DS: +72 with AvD: +23 + d100 roll: +39 = +267
... and hit for 88 points of damage!
Strong strike, punctures lung!

** As you hit, your arrow sucks the air surrounding it away! **
... 5 points of damage!
Abdomen swells as the air rushes away from it!
The scintillating white light surrounding the arrow fades some.
The bright golden arrow sticks in a tundra giant's chest!
Roundtime: 3 sec.

You remove a single bright golden arrow from a bundle of bright golden arrows.

You nock a bright golden arrow crested with black bands in your gleaming ruic yumi.
You fire a bright golden arrow at a tundra giant!
AS: +277 vs DS: +70 with AvD: +23 + d100 roll: +34 = +264
... and hit for 77 points of damage!
Well placed strike shatters a rib!
The scintillating white light surrounding the arrow fades some.
The bright golden arrow sticks in a tundra giant's chest!
Roundtime: 3 sec.

You remove a single bright golden arrow from a bundle of bright golden arrows.

A tundra giant throws his head back and howls, shaking off the stun!

You nock a bright golden arrow crested with black bands in your gleaming ruic yumi.
You fire a bright golden arrow at a tundra giant!
AS: +277 vs DS: +89 with AvD: +23 + d100 roll: +76 = +287
... and hit for 95 points of damage!
Strong strike, punctures lung!
The tundra giant falls to the ground motionless.
The bright golden arrow sticks in a tundra giant's chest!
Roundtime: 3 sec.

You search the tundra giant.
It had a bright golden arrow crested with black bands, a bright golden arrow crested with black bands, a bright golden arrow crested with black bands, a bright golden arrow crested with black bands, a bright golden arrow crested with black bands, a bright golden arrow crested with black bands.
It didn't carry any silver.
It had nothing else of value.
A tundra giant melts away, leaving nothing behind.

You gather 6 bright golden arrows into a bundle.

You bundle some bright golden arrows together.

[Ice Plains, Worker Burrows]
This room branches off into several different directions but appears to be the central location to this tunnel. A large table dominates the room, with many stools arranged along the outside for the inhabitants to sit while they dine. A large firepit ringed with stones is off to one side of the room. It looks as if the area has seen a lot of use recently, and the odor of burnt flesh lingers in the air. You also see an arctic manticore that appears stunned, an arctic manticore that appears stunned, a tundra giant that appears stunned, a tundra giant that is lying down, a tundra giant that is lying down and an opening.
Also here: Zyre
Obvious exits: north, northeast, east

[Ice Plains, Worker Burrows]
This area is completely bare except for the unused firepit in the center. A cave-in along the outer edge has left a pile of rubble and a thick layer of dust across the entire floor, causing you to leave your footprints in the dust.
Obvious exits: southwest

[Ice Plains, Worker Burrows]
This room branches off into several different directions but appears to be the central location to this tunnel. A large table dominates the room, with many stools arranged along the outside for the inhabitants to sit while they dine. A large firepit ringed with stones is off to one side of the room. It looks as if the area has seen a lot of use recently, and the odor of burnt flesh lingers in the air. You also see an arctic manticore that appears stunned, an arctic manticore that appears stunned, a tundra giant that appears stunned, a tundra giant that appears dead, a tundra giant that is lying down and an opening.
Also here: Zyre
Obvious exits: north, northeast, east

[Ice Plains, Worker Burrows]
You notice a small firepit in this room with many furs laid out across the floor as beds. Several crates are stacked along the south side of the room containing more furs and chunks of rusted iron. Along the north side of the room, several timbers have been set in place to support the ceiling and wall from a possible cave-in.
Obvious exits: west

[Ice Plains, Worker Burrows]
This room branches off into several different directions but appears to be the central location to this tunnel. A large table dominates the room, with many stools arranged along the outside for the inhabitants to sit while they dine. A large firepit ringed with stones is off to one side of the room. It looks as if the area has seen a lot of use recently, and the odor of burnt flesh lingers in the air. You also see an arctic manticore that appears stunned, an arctic manticore that appears stunned, a tundra giant that appears stunned, a tundra giant that appears dead, a tundra giant that is lying down and an opening.
Also here: Zyre
Obvious exits: north, northeast, east

[Ice Plains, Worker Burrows]
Walking through the doorway you enter another rest area with a small firepit in the center of the room with fur bedding laid out around it. Along the east wall are several timbers in place to reinforce the ceiling and the wall itself.
Obvious exits: south

[Ice Plains, Worker Burrows]
This room branches off into several different directions but appears to be the central location to this tunnel. A large table dominates the room, with many stools arranged along the outside for the inhabitants to sit while they dine. A large firepit ringed with stones is off to one side of the room. It looks as if the area has seen a lot of use recently, and the odor of burnt flesh lingers in the air. You also see an arctic manticore that appears stunned, an arctic manticore that appears stunned, a tundra giant that appears stunned, a tundra giant that appears dead, a tundra giant that is lying down and an opening.
Also here: Zyre
Obvious exits: north, northeast, east

Zyre swings a mithril claidhmore at a tundra giant!
AS: +255 vs DS: +117 with AvD: +28 + d100 roll: +25 = +191
... and hits for 61 points of damage!
Jagged slash to the tundra giant's left arm!
Cut clean through at the wrist.
Need a hand?
The tundra giant is stunned!

A tundra giant throws her head back and howls, shaking off the stun!

[Ice Plains, Hill Side]
The ledge tapers off and once again becomes part of the hill leaving no way for you to continue around the east side of the hill. A smooth ramp continues upward to another ledge that looks to head back in the direction you came from. The ramp has two iron railings along each side and is completely covered with ice, making it difficult to climb. Just underneath the ramp is the entrance to a tunnel heading north.
Obvious paths: west

[Ice Plains, Hill Side]
Making your way along the ledge you catch yourself on a small boulder as you misstep and almost fall to the ground below. The wind is bitter along this section of the path causing you to shiver and wish for a warm drink to soothe your chilled bones. Just ahead you spy a path leading north into a large cavern.
Obvious paths: east, west

[Ice Plains, Worker Burrows]
The passage narrows here as you work your way deep into the cavern. Timbers line the walls and ceiling to reinforce them against a possible cave-in. One of the timbers has a large hook nailed to it with several lengths of thick chain dangling from it. You also see a snowflake zircon and an opening.
Obvious exits: north

[Ice Plains, Worker Burrows]
The passage opens up here into a large cavern where many supplies are kept. A row of hooks along one wall hold varying sizes of ropes and several rusted lengths of chain. Crates of dried meat are stacked neatly to one side and marked with writing, the likes of which you have never seen before. Timbers line the walls and you hear a creak from time to time as the ceiling settles onto the timbers. You also see an arctic manticore.
Obvious exits: south, northwest

[Ice Plains, Worker Burrows]
The tunnel ends abruptly here and the room is bare except for timbers along the southern portion of the room to reinforce the ceiling. A large hole in the floor about three feet across leads to a darkened room below where the remains of a ladder are scattered on the floor.
Obvious exits: southeast

[Ice Plains, Worker Burrows]
The passage opens up here into a large cavern where many supplies are kept. A row of hooks along one wall hold varying sizes of ropes and several rusted lengths of chain. Crates of dried meat are stacked neatly to one side and marked with writing, the likes of which you have never seen before. Timbers line the walls and you hear a creak from time to time as the ceiling settles onto the timbers. You also see an arctic manticore.
Obvious exits: south, northwest

You remove a single bright golden arrow from a bundle of bright golden arrows.

You nock a bright golden arrow crested with black bands in your gleaming ruic yumi.
You fire a bright golden arrow at an arctic manticore!
AS: +277 vs DS: +140 with AvD: +31 + d100 roll: +39 = +207
... and hit for 52 points of damage!
Attack punctures the eye and connects with something really vital!
The arctic manticore falls to the ground and dies.
The bright golden arrow sticks in an arctic manticore's right eye!
Roundtime: 3 sec.

You search the arctic manticore.
It had a bright golden arrow crested with black bands.
It didn't carry any silver.
It had nothing else of value.
An arctic manticore decays into compost.

You pick up the bright golden arrow, but can find no others like it.

You add a bright golden arrow crested with black bands to your bundle.

[Ice Plains, Worker Burrows]
The passage narrows here as you work your way deep into the cavern. Timbers line the walls and ceiling to reinforce them against a possible cave-in. One of the timbers has a large hook nailed to it with several lengths of thick chain dangling from it. You also see a snowflake zircon and an opening.
Obvious exits: north

[Ice Plains, Hill Side]
Making your way along the ledge you catch yourself on a small boulder as you misstep and almost fall to the ground below. The wind is bitter along this section of the path causing you to shiver and wish for a warm drink to soothe your chilled bones. Just ahead you spy a path leading north into a large cavern.
Obvious paths: east, west

[Ice Plains, Hill Side]
The staircase leads onto a smooth pathway that has been excavated from the side of the hill. A thin layer of snow covers the ground along the path but stops short of an opening hidden behind a drift of snow. The entrance leads north into a tunnel that was not formed naturally. As you get closer to the opening, a waft of warm air against your face reminds you how cold you are.
Obvious paths: east

[Ice Plains, Worker Burrows]
The tunnel leads you back into a small room with many exits. This appears to be a central area where the inhabitants gather to prepare and eat their meals. A ring of stones surrounds a large fire with several cooking utensils resting against one of the stones. Two long tables surrounded by several stools show many stains from previous meals. A third table is set about ten feet from the fire and has several items on it. You also see an arctic manticore, a white flask and a dark opening.
Obvious exits: north, west, northwest

You remove a single bright golden arrow from a bundle of bright golden arrows.

You nock a bright golden arrow crested with black bands in your gleaming ruic yumi.
You fire a bright golden arrow at an arctic manticore!
AS: +277 vs DS: +140 with AvD: +31 + d100 roll: +9 = +177
... and hit for 40 points of damage!
Loud *crack* as the arctic manticore's sternum breaks!
The arctic manticore is stunned!
The scintillating white light surrounding the arrow fades some.
The bright golden arrow sticks in an arctic manticore's chest!
Roundtime: 3 sec.

You remove a single bright golden arrow from a bundle of bright golden arrows.

You nock a bright golden arrow crested with black bands in your gleaming ruic yumi.
You fire a bright golden arrow at an arctic manticore!
AS: +277 vs DS: +120 with AvD: +31 + d100 roll: +52 = +240
... and hit for 63 points of damage!
Well aimed strike shatters bone in right arm!
The scintillating white light surrounding the arrow fades some.
The bright golden arrow sticks in an arctic manticore's right arm!
Roundtime: 3 sec.

You remove a single bright golden arrow from a bundle of bright golden arrows.

You nock a bright golden arrow crested with black bands in your gleaming ruic yumi.
You fire a bright golden arrow at an arctic manticore!
AS: +277 vs DS: +115 with AvD: +31 + d100 roll: +53 = +246
... and hit for 87 points of damage!
Strike to the eye penetrates skull, ocular fluid sprays widely!
The arctic manticore falls to the ground and dies.
The bright golden arrow sticks in an arctic manticore's right eye!
Roundtime: 3 sec.

You search the arctic manticore.
It had a bright golden arrow crested with black bands, a bright golden arrow crested with black bands, a bright golden arrow crested with black bands.
It didn't carry any silver.
It had nothing else of value.
An arctic manticore decays into compost.

You gather 3 bright golden arrows into a bundle.

You bundle some bright golden arrows together.

[Ice Plains, Worker Burrows]
This area is a small bedroom with very few furnishings. Several furs are set in a row close to a firepit in the center of the room.
Obvious exits: south

[Ice Plains, Worker Burrows]
The tunnel leads you back into a small room with many exits. This appears to be a central area where the inhabitants gather to prepare and eat their meals. A ring of stones surrounds a large fire with several cooking utensils resting against one of the stones. Two long tables surrounded by several stools show many stains from previous meals. A third table is set about ten feet from the fire and has several items on it. You also see a white flask and a dark opening.
Obvious exits: north, west, northwest

[Ice Plains, Worker Burrows]
This room is exceptionally dark and casts oddly shaped shadows from the fire in the main hall. You feel soft fur underneath your feet as you move about. Parts of the room are pitch black and you make more noise than you would like as you stumble about bumping into the walls and kicking around scrap pieces of iron.
Obvious exits: southeast

[Ice Plains, Worker Burrows]
The tunnel leads you back into a small room with many exits. This appears to be a central area where the inhabitants gather to prepare and eat their meals. A ring of stones surrounds a large fire with several cooking utensils resting against one of the stones. Two long tables surrounded by several stools show many stains from previous meals. A third table is set about ten feet from the fire and has several items on it. You also see a white flask and a dark opening.
Obvious exits: north, west, northwest

[Ice Plains, Worker Burrows]
You have wandered into what appears to be a simple bedroom. Several odd furs line the floor around the outer edge of the room. In the center of the room is a small firepit that is smoldering.
Obvious exits: east

[Ice Plains, Worker Burrows]
The tunnel leads you back into a small room with many exits. This appears to be a central area where the inhabitants gather to prepare and eat their meals. A ring of stones surrounds a large fire with several cooking utensils resting against one of the stones. Two long tables surrounded by several stools show many stains from previous meals. A third table is set about ten feet from the fire and has several items on it. You also see a white flask and a dark opening.
Obvious exits: north, west, northwest

[Ice Plains, Hill Side]
The staircase leads onto a smooth pathway that has been excavated from the side of the hill. A thin layer of snow covers the ground along the path but stops short of an opening hidden behind a drift of snow. The entrance leads north into a tunnel that was not formed naturally. As you get closer to the opening, a waft of warm air against your face reminds you how cold you are.
Obvious paths: east

[Ice Plains, Hill Side]
Making your way along the ledge you catch yourself on a small boulder as you misstep and almost fall to the ground below. The wind is bitter along this section of the path causing you to shiver and wish for a warm drink to soothe your chilled bones. Just ahead you spy a path leading north into a large cavern.
Obvious paths: east, west

[Ice Plains, Worker Burrows]
The passage narrows here as you work your way deep into the cavern. Timbers line the walls and ceiling to reinforce them against a possible cave-in. One of the timbers has a large hook nailed to it with several lengths of thick chain dangling from it. You also see a snowflake zircon and an opening.
Obvious exits: north
sign of striking
You flex your muscles with renewed vigor!

[Ice Plains, Worker Burrows]
The passage opens up here into a large cavern where many supplies are kept. A row of hooks along one wall hold varying sizes of ropes and several rusted lengths of chain. Crates of dried meat are stacked neatly to one side and marked with writing, the likes of which you have never seen before. Timbers line the walls and you hear a creak from time to time as the ceiling settles onto the timbers.
Obvious exits: south, northwest

[Ice Plains, Worker Burrows]
The tunnel ends abruptly here and the room is bare except for timbers along the southern portion of the room to reinforce the ceiling. A large hole in the floor about three feet across leads to a darkened room below where the remains of a ladder are scattered on the floor.
Obvious exits: southeast

[Ice Plains, Worker Burrows]
The passage opens up here into a large cavern where many supplies are kept. A row of hooks along one wall hold varying sizes of ropes and several rusted lengths of chain. Crates of dried meat are stacked neatly to one side and marked with writing, the likes of which you have never seen before. Timbers line the walls and you hear a creak from time to time as the ceiling settles onto the timbers.
Obvious exits: south, northwest

[Ice Plains, Worker Burrows]
The passage narrows here as you work your way deep into the cavern. Timbers line the walls and ceiling to reinforce them against a possible cave-in. One of the timbers has a large hook nailed to it with several lengths of thick chain dangling from it. You also see a snowflake zircon and an opening.
Obvious exits: north

[Ice Plains, Hill Side]
Making your way along the ledge you catch yourself on a small boulder as you misstep and almost fall to the ground below. The wind is bitter along this section of the path causing you to shiver and wish for a warm drink to soothe your chilled bones. Just ahead you spy a path leading north into a large cavern.
Obvious paths: east, west

[Ice Plains, Hill Side]
The ledge tapers off and once again becomes part of the hill leaving no way for you to continue around the east side of the hill. A smooth ramp continues upward to another ledge that looks to head back in the direction you came from. The ramp has two iron railings along each side and is completely covered with ice, making it difficult to climb. Just underneath the ramp is the entrance to a tunnel heading north.
Obvious paths: west

[Ice Plains, Worker Burrows]
This room branches off into several different directions but appears to be the central location to this tunnel. A large table dominates the room, with many stools arranged along the outside for the inhabitants to sit while they dine. A large firepit ringed with stones is off to one side of the room. It looks as if the area has seen a lot of use recently, and the odor of burnt flesh lingers in the air. You also see an arctic manticore, an arctic manticore, a bright golden arrow crested with black bands, a tundra giant that is lying down, an arctic manticore that appears stunned, an arctic manticore that appears dead and an opening.
Also here: Zyre
Obvious exits: north, northeast, east

Zyre traces a simple rune while intoning a short, mystical phrase...

Zyre gestures.
A wave of dark ethereal ripples moves outward from Zyre.
An arctic manticore is buffeted by the dark ethereal waves and is knocked to the ground.
An arctic manticore is buffeted by the dark ethereal waves and is knocked to the ground.
A tundra giant is buffeted by the dark ethereal waves.
An arctic manticore is buffeted by the dark ethereal waves.
You are buffeted by the dark ethereal waves, and knocked to the ground.
You are pinned in place, unable to move.
Roundtime: 9 sec.

Zyre swings a mithril claidhmore at an arctic manticore!
AS: +255 vs DS: +100 with AvD: +33 + d100 roll: +85 = +273
... and hits for 157 points of damage!
A mighty hit turns the arctic manticore's insides to outsides!
The arctic manticore screams one last time and dies.

You see Zyre.
He appears to be an Elf.
He appears to be very young and average height. He has piercing crystal green eyes and alabaster skin. He has short, flowing silver hair swept back from the temples.
He is in good shape.
He is holding a mithril claidhmore in his right hand.
He is wearing a cloak, and an ash grey leather breastplate.

Zyre swings a mithril claidhmore at an arctic manticore!
AS: +255 vs DS: +100 with AvD: +33 + d100 roll: +7 = +195
... and hits for 105 points of damage!
Blow cracks a rib and punctures a lung.
Breathing becomes a challenge.
The arctic manticore is stunned!

A tundra giant points an icy finger at you!
A tundra giant hurls a freezing ball of pure cold at you!
AS: +148 vs DS: +166 with AvD: +39 + d100 roll: +24 = +45
A clean miss.

You quietly say, "Hey Elf.. watch your damn fool spells."

Zyre searches an arctic manticore.
An arctic manticore decays into compost.

You stand back up.

Zyre swings a mithril claidhmore at a tundra giant!
AS: +255 vs DS: +64 with AvD: +28 + d100 roll: +1 = +220
... and hits for 75 points of damage!
Blast to hand sends fingers flying in several different directions.
The tundra giant is stunned!

[Ice Plains, Worker Burrows]
Walking through the doorway you enter another rest area with a small firepit in the center of the room with fur bedding laid out around it. Along the east wall are several timbers in place to reinforce the ceiling and the wall itself.
Obvious exits: south

[Ice Plains, Worker Burrows]
This room branches off into several different directions but appears to be the central location to this tunnel. A large table dominates the room, with many stools arranged along the outside for the inhabitants to sit while they dine. A large firepit ringed with stones is off to one side of the room. It looks as if the area has seen a lot of use recently, and the odor of burnt flesh lingers in the air. You also see an arctic manticore that appears stunned, a bright golden arrow crested with black bands, a tundra giant that is lying down, an arctic manticore that appears stunned, an arctic manticore that appears dead and an opening.
Also here: Zyre
Obvious exits: north, northeast, east

[Ice Plains, Worker Burrows]
This area is completely bare except for the unused firepit in the center. A cave-in along the outer edge has left a pile of rubble and a thick layer of dust across the entire floor, causing you to leave your footprints in the dust.
Obvious exits: southwest

[Ice Plains, Worker Burrows]
This room branches off into several different directions but appears to be the central location to this tunnel. A large table dominates the room, with many stools arranged along the outside for the inhabitants to sit while they dine. A large firepit ringed with stones is off to one side of the room. It looks as if the area has seen a lot of use recently, and the odor of burnt flesh lingers in the air. You also see an arctic manticore that appears stunned, a bright golden arrow crested with black bands, a tundra giant that is lying down, an arctic manticore that appears stunned and an opening.
Also here: Zyre
Obvious exits: north, northeast, east

You pick up the bright golden arrow, but can find no others like it.

You add a bright golden arrow crested with black bands to your bundle.

[Ice Plains, Worker Burrows]
You notice a small firepit in this room with many furs laid out across the floor as beds. Several crates are stacked along the south side of the room containing more furs and chunks of rusted iron. Along the north side of the room, several timbers have been set in place to support the ceiling and wall from a possible cave-in.
Obvious exits: west

[Ice Plains, Worker Burrows]
This room branches off into several different directions but appears to be the central location to this tunnel. A large table dominates the room, with many stools arranged along the outside for the inhabitants to sit while they dine. A large firepit ringed with stones is off to one side of the room. It looks as if the area has seen a lot of use recently, and the odor of burnt flesh lingers in the air. You also see an arctic manticore that appears stunned, a tundra giant that is lying down, an arctic manticore that appears stunned and an opening.
Also here: Zyre
Obvious exits: north, northeast, east

An arctic manticore tries to bite Zyre!
AS: +124 vs DS: +211 with AvD: +30 + d100 roll: +15 = -42
A clean miss.
An arctic manticore struggles helplessly on the ground.

Zyre says, "You watch your fool arrows."

[Ice Plains, Hill Side]
The ledge tapers off and once again becomes part of the hill leaving no way for you to continue around the east side of the hill. A smooth ramp continues upward to another ledge that looks to head back in the direction you came from. The ramp has two iron railings along each side and is completely covered with ice, making it difficult to climb. Just underneath the ramp is the entrance to a tunnel heading north.
Obvious paths: west

[Ice Plains, Worker Burrows]
This room branches off into several different directions but appears to be the central location to this tunnel. A large table dominates the room, with many stools arranged along the outside for the inhabitants to sit while they dine. A large firepit ringed with stones is off to one side of the room. It looks as if the area has seen a lot of use recently, and the odor of burnt flesh lingers in the air. You also see an arctic manticore that appears stunned, a tundra giant that appears stunned, an arctic manticore that is lying down and an opening.
Also here: Zyre
Obvious exits: north, northeast, east

Zyre swings a mithril claidhmore at a tundra giant!
AS: +255 vs DS: +56 with AvD: +28 + d100 roll: +25 = +252
... and hits for 96 points of damage!
Off-balance slash to the tundra giant's left arm shatters its elbow.
*CRUNCH*
The tundra giant cries out in cold agony one last time and dies.

[Ice Plains, Worker Burrows]
Walking through the doorway you enter another rest area with a small firepit in the center of the room with fur bedding laid out around it. Along the east wall are several timbers in place to reinforce the ceiling and the wall itself.
Obvious exits: south

[Ice Plains, Worker Burrows]
This room branches off into several different directions but appears to be the central location to this tunnel. A large table dominates the room, with many stools arranged along the outside for the inhabitants to sit while they dine. A large firepit ringed with stones is off to one side of the room. It looks as if the area has seen a lot of use recently, and the odor of burnt flesh lingers in the air. You also see an arctic manticore that is lying down, a tundra giant that appears dead, an arctic manticore that is lying down and an opening.
Also here: Zyre
Obvious exits: north, northeast, east

[Ice Plains, Worker Burrows]
This area is completely bare except for the unused firepit in the center. A cave-in along the outer edge has left a pile of rubble and a thick layer of dust across the entire floor, causing you to leave your footprints in the dust.
Obvious exits: southwest

[Ice Plains, Worker Burrows]
This room branches off into several different directions but appears to be the central location to this tunnel. A large table dominates the room, with many stools arranged along the outside for the inhabitants to sit while they dine. A large firepit ringed with stones is off to one side of the room. It looks as if the area has seen a lot of use recently, and the odor of burnt flesh lingers in the air. You also see an arctic manticore that is lying down, a tundra giant that appears dead, an arctic manticore that is lying down and an opening.
Also here: Zyre
Obvious exits: north, northeast, east

An arctic manticore claws at you!
AS: +124 vs DS: +249 with AvD: +23 + d100 roll: +65 = -37
A clean miss.
An arctic manticore struggles helplessly on the ground.

[Ice Plains, Worker Burrows]
You notice a small firepit in this room with many furs laid out across the floor as beds. Several crates are stacked along the south side of the room containing more furs and chunks of rusted iron. Along the north side of the room, several timbers have been set in place to support the ceiling and wall from a possible cave-in.
Obvious exits: west

[Ice Plains, Worker Burrows]
This room branches off into several different directions but appears to be the central location to this tunnel. A large table dominates the room, with many stools arranged along the outside for the inhabitants to sit while they dine. A large firepit ringed with stones is off to one side of the room. It looks as if the area has seen a lot of use recently, and the odor of burnt flesh lingers in the air. You also see an arctic manticore that appears dead, an arctic manticore that is lying down and an opening.
Also here: Zyre
Obvious exits: north, northeast, east

Zyre searches an arctic manticore.

[Ice Plains, Hill Side]
The ledge tapers off and once again becomes part of the hill leaving no way for you to continue around the east side of the hill. A smooth ramp continues upward to another ledge that looks to head back in the direction you came from. The ramp has two iron railings along each side and is completely covered with ice, making it difficult to climb. Just underneath the ramp is the entrance to a tunnel heading north.
Obvious paths: west

[Ice Plains, Hill Side]
Making your way along the ledge you catch yourself on a small boulder as you misstep and almost fall to the ground below. The wind is bitter along this section of the path causing you to shiver and wish for a warm drink to soothe your chilled bones. Just ahead you spy a path leading north into a large cavern.
Obvious paths: east, west

[Ice Plains, Worker Burrows]
The passage narrows here as you work your way deep into the cavern. Timbers line the walls and ceiling to reinforce them against a possible cave-in. One of the timbers has a large hook nailed to it with several lengths of thick chain dangling from it. You also see a snowflake zircon and an opening.
Obvious exits: north

[Ice Plains, Worker Burrows]
The passage opens up here into a large cavern where many supplies are kept. A row of hooks along one wall hold varying sizes of ropes and several rusted lengths of chain. Crates of dried meat are stacked neatly to one side and marked with writing, the likes of which you have never seen before. Timbers line the walls and you hear a creak from time to time as the ceiling settles onto the timbers. You also see a tundra giant.
Obvious exits: south, northwest

[Ice Plains, Worker Burrows]
The tunnel ends abruptly here and the room is bare except for timbers along the southern portion of the room to reinforce the ceiling. A large hole in the floor about three feet across leads to a darkened room below where the remains of a ladder are scattered on the floor.
Obvious exits: southeast

[Ice Plains, Worker Burrows]
The passage opens up here into a large cavern where many supplies are kept. A row of hooks along one wall hold varying sizes of ropes and several rusted lengths of chain. Crates of dried meat are stacked neatly to one side and marked with writing, the likes of which you have never seen before. Timbers line the walls and you hear a creak from time to time as the ceiling settles onto the timbers. You also see a tundra giant.
Obvious exits: south, northwest

[Ice Plains, Worker Burrows]
The tunnel leads you back into a small room with many exits. This appears to be a central area where the inhabitants gather to prepare and eat their meals. A ring of stones surrounds a large fire with several cooking utensils resting against one of the stones. Two long tables surrounded by several stools show many stains from previous meals. A third table is set about ten feet from the fire and has several items on it. You also see a tundra giant, a tundra giant, an arctic manticore, a white flask and a dark opening.
Also here: Zyre
Obvious exits: north, west, northwest

Zyre gestures.
A wave of dark ethereal ripples moves outward from Zyre.
A tundra giant is buffeted by the dark ethereal waves and is knocked to the ground.
A tundra giant is buffeted by the dark ethereal waves and is knocked to the ground.
An arctic manticore is buffeted by the dark ethereal waves and is knocked to the ground.
You are buffeted by the dark ethereal waves, and knocked to the ground.
You are pinned in place, unable to move.
Roundtime: 13 sec.

[Roll result: 149 (open d100: 47)]
Zyre feints high, the tundra giant buys the ruse and twists awkwardly to block the blow that never came!

Zyre swings a mithril claidhmore at a tundra giant!
AS: +255 vs DS: +87 with AvD: +28 + d100 roll: +32 = +228
... and hits for 99 points of damage!
Lucky shot rips through bone and muscle sending shield arm flying.
The tundra giant is stunned!

You're now aiming at the left eye of your target when using a ranged weapon, or while ambushing.

Zyre pulls you to your feet.

A tundra giant notices your attempt to hide!

Zyre swings a mithril claidhmore at a tundra giant!
AS: +255 vs DS: +155 with AvD: +28 + d100 roll: +1 = +129
... and hits for 35 points of damage!
Crushing blow to head closes that eye for good.
The tundra giant is stunned!
You remove a single bright golden arrow from a bundle of bright golden arrows.

An arctic manticore just arrived.

Zyre swings a mithril claidhmore at a tundra giant!
AS: +255 vs DS: +87 with AvD: +28 + d100 roll: +65 = +261
... and hits for 96 points of damage!
Deep slash to the tundra giant's right forearm!
fire yumi at zyre
You nock a bright golden arrow crested with black bands in your gleaming ruic yumi.
You fire a bright golden arrow at Zyre!
AS: +277 vs DS: +231 with AvD: +29 + d100 roll: +94 = +169
... and hit for 41 points of damage!
Attack punctures the eye and connects with something really vital!

* Zyre drops dead at your feet!

Zyre becomes solid again.
Zyre returns to normal color.
The light blue glow leaves Zyre.
The silvery luminescence fades from around Zyre.
The bright luminescence fades from around Zyre.
The brilliant luminescence fades from around Zyre.
The bright golden arrow sticks in Zyre's left eye!
Roundtime: 3 sec.

* Zyre just bit the dust!

An arctic manticore claws at you!
AS: +194 vs DS: +249 with AvD: +23 + d100 roll: +80 = +48
A clean miss.
An arctic manticore heads north.

The ghostly laughter of Zyre echoes through the room, sending a shiver down your spine.

You quietly say, "Return that arrow when you get back up."

The ghostly voice of Zyre asks, "Over an ewave?"

[Ice Plains, Worker Burrows]
The tunnel leads you back into a small room with many exits. This appears to be a central area where the inhabitants gather to prepare and eat their meals. A ring of stones surrounds a large fire with several cooking utensils resting against one of the stones. Two long tables surrounded by several stools show many stains from previous meals. A third table is set about ten feet from the fire and has several items on it. You also see an arctic manticore, a tundra giant that appears stunned, a tundra giant, a white flask and a dark opening.
Also here: the body of Zyre who is lying down
Obvious exits: north, west, northwest

The ghostly voice of Zyre says, "You die."

You quietly say, "I asked nicely the first time."

The ghostly voice of Zyre says, "Don't sneak into a room."

You quietly say, "Learn how to use your spells responsibly.. you live longer."

The ghostly voice of Zyre says, "I"m hunting you idiot."

CrystalTears
08-28-2004, 01:53 PM
He knew you were there, there's no excuse. You're not supposed to use area effect spells fully knowing that someone could walk into them. It's just a stupid way to hunt.

HarmNone
08-28-2004, 02:06 PM
Stupid people hunt in stupid ways. Here we have the proof. :D

HarmNone sees stupid all over this

Brimz
08-28-2004, 02:19 PM
Heh no offense to anyone... Zyre did nothing wrong... shouldn't of killed em...

I use ewave most of the time when hunting... when you knock someone down... say sorry and move on... or pull them up...

call wind however that is a different story puts you in stance offensive if the rolling is good...

ewave com'on thats no different than a krolvin warfarer knocking you down... or some moron that walks around the town square and quakes...

live goes on...

Nieninque
08-28-2004, 02:20 PM
That a Drabboist way of hunting

Brimz
08-28-2004, 02:24 PM
ewave is not that bad..

I seen and hunted in worst enviroments

I seen people use maelstorm back in the day
firestorm
death clouds and stun clouds..

even meteor swarm...

horrible things..

ewave is basically an appetizter

Straight-up
08-28-2004, 03:30 PM
I agree that was a bit short on the justification of killing him. He's exactly right, don't use sneaking and or "sneak" from room to room if you are worried they might not see you. If it were implosion or open maelstrom or something else...yes you would have reason to be pissed. But 13 seconds of RT does not justify killing someone.


Straight

Nieninque
08-28-2004, 03:34 PM
It does if it lays you flat out on your back and its the second time it's been done.
Lying down you are vulnerable.
If someone puts you there with ewave once, then it's a mistake or an accident.
Twice and its stupid and they are showing complete disregard for other hunters.
He knew someone else was there because he (a) saw them hunting there already, and (b) ewaved them once a minute or two ago.
If he doesnt manage to knock down all the critters but does knock down the other hunter, he is risking the other hunter's life.
I would have been annoyed in the same circumstances and I think anyone who uses knock down spells endangering other people, deserves a slap.

Edited for the spelling police

[Edited on 28-8-04 by Nieninque]

Soulpieced
08-28-2004, 03:34 PM
Zyre pulls you to your feet.

.

You lose. Sorry, but I've e-waved plenty of people. He pulled you up. Killing someone over that is plain stupid.

Chadj
08-28-2004, 03:35 PM
Zyre was being an ass, and did it twice. While not all of my characters would have killed him for that, I would have to say a couple definately would have. Especially if you take racial hates of certain characters into account.

Skirmisher
08-28-2004, 03:50 PM
I have to agree with SP on this one.

He did pull you up. Sure he could have just apologized and not tried to be a smart mouth, but its just a bit light on reasons for killing someone. If he just kept doing it then maybe, but only twice....in my opinion warrants a stun possibly, not a kill.

Trinitis
08-28-2004, 04:22 PM
Zyre swings a mithril claidhmore at a tundra giant!
AS: +255 vs DS: +117 with AvD: +28 + d100 roll: +25 = +191
... and hits for 61 points of damage!
Jagged slash to the tundra giant's left arm!
Cut clean through at the wrist.
Need a hand?
The tundra giant is stunned!



knock down is -50 DS

So add 50 DS to the critters DS. Thats a total of 167.

255 + 28 - 167 = 117 with a random roll of 1

117 is enough to kill just about anything with a claidhmore. Fact of the matter is, he is a warrior, he don't NEED ewave.

atop of that, he is knocking other people down in arctic mants. If you've never been hit by one before..go try it out. I've seen them kill a near capped warrior in full plate and massive redux in a single hit.

IE - He was being stupid.

Parkbandit
08-28-2004, 04:27 PM
Oh I know it was extreme to kill him.. and like I said I didn't have an issue with how this character was roleplayed.

But, when you use ewave in a very small hunting area (This one includes all of 16 rooms) and you already know there is someone else there hunting, you should probably not use that spell. He was warned about using it. He chose to ignore that warning (not that I blame him.. I probably would too) so the death was not completely a surprise to him. As an archer.. laying down on your back in offensive stance is a very bad place to be.

Trinitis
08-28-2004, 04:29 PM
Originally posted by Parkbandit
As an archer.. laying down on your back in offensive stance is a very bad place to be.

And doing so in mants is 100x worse. let one hit you some time ;) The cold flares they do SUCK ASS.

Blazing247
08-28-2004, 05:53 PM
Spells are meant to be used. If he were casting an open void or call meteor, that would be one thing. He was being slightly careless, but he pulled you up, after all. There are a lot of small hunting grounds, and virtually no hunting area is completely empty unless it sucks balls. He owes you a death, as I see it.

Chadj
08-28-2004, 05:58 PM
410 was unneeded and was stupid to use.

Some characters do not like stupid characters.

Therefore, some characters kill stupid characters.

Skirmisher
08-28-2004, 06:10 PM
Originally posted by Chadj
410 was unneeded and was stupid to use.

Some characters do not like stupid characters.

Therefore, some characters kill stupid characters.

Oh stop being corny.

A simple overreaction is all it was.

Nothing huge really.

Nieninque
08-28-2004, 06:11 PM
Originally posted by LordAdredrin

Originally posted by Parkbandit
As an archer.. laying down on your back in offensive stance is a very bad place to be.

And doing so in mants is 100x worse. let one hit you some time ;) The cold flares they do SUCK ASS.

I've seen people killed on 107 endrolls.
Hey, I think I might have been one of them.
Lying down in mants is not good

theotherjohn
08-28-2004, 06:12 PM
the stupid character was the piece of shit that was hiding

Idiots like that think it is only their game and they can do any action and if someone interferes with it even a little they kill them.

next time why doest the ranger wait to make sure no one is in the room before they hide.

There is no requirement for you to sneak to every room

Next time I hope he doesnt pick you up but makes sure your selfish ass stays down with the claid

StrayRogue
08-28-2004, 06:12 PM
Agreed, I think it was a bit of a stupid use, but as he said, not worth a death over and ewave.

Drew
08-28-2004, 08:08 PM
I've hunted a lot with Zyre in this area, any of you saying he didn't need to ewave have obviously *never* hunted there. I've died many times from 101 end rolls on a mant attack, and I've got heavily padded armour, not some crappy leather breastplate. There are many swarms in that area and you have to have some way to keep them under control when you are hunting solo or you are going to get killed, end of story.

He was completely fine using ewave, especially since he pulled you up. My two cents at least.

Nieninque
08-28-2004, 08:26 PM
He wasnt hiding. He walked into the room and was ewaved for the second time. the second time Zyre had already prepped it. So even if Sithar had walked in singin Fleur of Scotland and wearing Frilly knickers, he was still going to get knocked down.

And arguing that of course he has to use ewave because it's mants is just fucking ridiculous.

I hunted my ranger in mants without ewave because - guess what? She didnt fucking have it! the good thing is that because I didnt have it, I didnt put other hunters at risk by using it, knocking them down and leaving them over to the 101 endrolls and cold flares that crit.

Zyre was a twat and deserved to die.

Drew
08-28-2004, 08:58 PM
Just because you hunted there without ewave doesn't mean that Zyre can, I hunt without e-wave too, but have vines, thorns, camo and lots of other tools. Zyre has ewave and he uses the tools he has. Ewave is not something that should be used sparingly like meteor swarm, it's a spell you use when you are alone in the room, sometimes you will knock people over, you pull them up, end of story.

Blazing247
08-28-2004, 08:59 PM
<I hunted my ranger in mants without ewave because - guess what? She didnt fucking have it! the good thing is that because I didnt have it, I didnt put other hunters at risk by using it, knocking them down and leaving them over to the 101 endrolls and cold flares that crit. >

Yes, but you have other area affect spells as a ranger. If you didn't use your spells to their fullest extent, that makes you a fucking idiot. I don't know about you, but I don't play Gemstone to cater to what other people want. I'll use my spells where I want, how I want, and when I want to so long as I'm not being blatantly reckless and stupid with them. Unless of course you wanna volunteer to pay for my account, then maybe, but doubtfully, I'll listen to you when you try to tell me how to play and hunt.
Again, Zyre might have been stupid, but he didn't commit anything that fit the punishment.

Parkbandit
08-28-2004, 09:21 PM
Hey.. I certainly am the first one that said I over reacted.. but I did so due more to roleplaying than my anger towards him the player. If he had been a dwarf.. Sithral would have laughed at him for being stupid. If he had been a giant, Sithral would have called him a stupid oof and let it go. A halfling and he would have threatened him is all.

But he was an elf.. which determined his fate.

And he got his revenge back later on:


[Icemule Trace, Town Center]
The bustling town comes together in this square. Halflings dressed in varying fashions stand about, some chattering happily, others reclining on cloaks laid on the ground. One ancient halfling leans against the base of the large ice statue of a mule, snoring blissfully. A feeling of community pervades the area, putting you immediately at ease. You also see the orange Dioxin disk, the Victorvon disk, some torban leaf, some wolifrew lichen, some woth flower, some ephlox moss, some ephlox moss, a snowshoe hare that is sitting, a short sword, a short sword and a carved ice bench with some stuff on it.
Also here: Lord Keloin, Deron, Malikyte, Dioxin, the body of Apprentice Hellin who is lying down, Great Lord Victorvon, Rosemarie, Moondo, Wholenote who is sitting, Elanteri, Ravenwatch who is sitting, Xanthipe, Journeyman Nomadiad who is lying down, Volaticus, Anthalki who is lying down, Corenthias who is sitting, Karthoon who is sitting, Lord Strikerrz who is sitting, Herektir who is lying down, Valtox who is kneeling
Obvious paths: north, east, south, west

You make a simple motion, quietly invoking the Mobility spell...
Your spell is ready.

You gesture.
You suddenly feel much more dextrous.

You make a simple motion, quietly invoking the Mobility spell...
Your spell is ready.

You gesture.
[Spell Hindrance for some forest green brigandine is 6% with current Armor Use skill, d100= 4]
Your armor prevents the spell from working correctly.

You make a simple motion, quietly invoking the Mobility spell...
Your spell is ready.

You gesture.
You suddenly feel much more dextrous.

You make a simple motion, quietly invoking the Mobility spell...
Your spell is ready.

You gesture.
You suddenly feel much more dextrous.

You make a simple motion, quietly invoking the Phoen's Strength spell...
Your spell is ready.

You gesture.
[Spell Hindrance for some forest green brigandine is 6% with current Armor Use skill, d100= 1]
Your armor prevents the spell from working correctly.
Bomboclot takes Malikyte's back damage.

You work your way out of some forest green brigandine.

* Zyre joins the adventure.

Zyre just arrived.

[Roll result: 185 (open d100: 83)]
Zyre feints to the left, you spot the ruse too late as you twist awkwardly to block the blow that never came!
Roundtime: 8 sec.

[Roll result: 148 (open d100: 46)]
Zyre feints to the left, you spot the ruse too late as you twist awkwardly to block the blow that never came!
Roundtime: 8 sec.

You chortle.

[Roll result: 123 (open d100: 21)]
Zyre feints to the left, you spot the ruse too late as you move to block the blow that never came!
Roundtime: 3 sec.

Zyre swings a mithril claidhmore at you!
AS: +254 vs DS: +221 with AvD: +31 + d100 roll: +19 = +83
A clean miss.

Zyre grins.

You quietly exclaim, "Ow!"

[Roll result: 11 (open d100: -91)]
Zyre feints to the right, but you aren't fooled for a second.

You quietly say, "Oh wait."

You make a simple motion, quietly invoking the Camouflage spell...
Your spell is ready.

You gesture.
You blend into invisibility among the surroundings.
You have overextended yourself!
You're in heavy shock!
Cast Roundtime 3 Seconds.

Zyre comes out of hiding.
Zyre traces a simple rune while intoning a short, mystical phrase...

You quietly ask, "Do you really want this?"

Bomboclot murmurs a simple, mystical chant...

Zyre gestures.
A wave of dark ethereal ripples moves outward from Zyre.

There are screams of terror as townspeople frantically try to scramble out of the way of the wave. A mother snatches up her young child just in time for both to be knocked to the ground by the onslaught. You hear other voices shouting, "Someone help us!"

Seathen is buffeted by the dark ethereal waves, and is knocked to the ground.
Bomboclot is buffeted by the dark ethereal waves, and is knocked to the ground.
You are buffeted by the dark ethereal waves, and knocked to the ground.
You are pinned in place, unable to move.
You are forced out of hiding.
Roundtime: 7 sec.
Keloin is buffeted by the dark ethereal waves, and is knocked to the ground.
Deron is buffeted by the dark ethereal waves, and is knocked to the ground.
Dioxin is buffeted by the dark ethereal waves, and is knocked to the ground.
Victorvon is buffeted by the dark ethereal waves, and is knocked to the ground.
Rosemarie is buffeted by the dark ethereal waves, and is knocked to the ground.
Moondo is buffeted by the dark ethereal waves, and is knocked to the ground.
Wholenote is buffeted by the dark ethereal waves, and is knocked to the ground.
Elanteri is buffeted by the dark ethereal waves, and is knocked to the ground.
Ravenwatch is buffeted by the dark ethereal waves, and is knocked to the ground.
Xanthipe is buffeted by the dark ethereal waves, and is knocked to the ground.
Nomadiad is buffeted by the dark ethereal waves.
Anthalki is buffeted by the dark ethereal waves.
Corenthias is buffeted by the dark ethereal waves, and is knocked to the ground.
Karthoon is buffeted by the dark ethereal waves, and is knocked to the ground.
Strikerrz is buffeted by the dark ethereal waves, and is knocked to the ground.
Herektir is buffeted by the dark ethereal waves, and is knocked to the ground.
Gump is forced out of hiding as he is knocked to the ground by the dark ethereal waves.
Valtox is buffeted by the dark ethereal waves, and is knocked to the ground.

You laugh out loud!

Zyre swings a mithril claidhmore at you!
AS: +304 vs DS: +171 with AvD: +31 + d100 roll: +14 = +178
... and hits for 89 points of damage!
Awesome slash severs your right arm!
A jagged stump is all that remains!
You are stunned for 10 rounds!

Bomboclot exclaims, "What the hell!"

Zyre swings a mithril claidhmore at you!
AS: +304 vs DS: +165 with AvD: +31 + d100 roll: +64 = +234
... and hits for 109 points of damage!
Hard blow breaks your femur!
The bright luminescence fades from around you.
The silvery luminescence fades from around you.
You are no longer moving silently.
You no longer feel so dextrous.
The deep blue glow leaves you.
You feel the aura of confidence leave you.
The air about you stops shimmering.
You return to normal color.
The focused look leaves you.
Your SIGN OF DISSIPATION is no longer effective.
The light blue glow leaves you.
The brilliant luminescence fades from around you.
The powerful look leaves you.
You feel the inner strength leave you.
You feel your extra strength departing.
The dim aura fades from around you.
The glowing specks of energy surrounding you suddenly shoot off in all directions, then quickly fade away.
You become solid again.

It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...

You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.


* Sithral just bit the dust!

You give a ghostly chortle.

Zyre says, "Yes I do."

Zyre tried to drag you, but your group status is closed. Type "GROUP OPEN" to permit yourself to be dragged.

You quietly say, "Excellent."

Zyre says, "You murderer."

Zyre kicks you hard in the shin!
You quietly ask, "Oh?"

With great ease, the Halfling deputy grabs Zyre and shackles his wrists.

The Halfling deputy then drags him off.

Mistomeer
08-28-2004, 09:22 PM
So I'm not clear. Park, were you sneaking into the room or wearing sneaking? Or was he just making that up?

I still think it's extreme, but if you're sneaking in and out of rooms and bitch about someone hitting you with a mass spell, then you have no one to blame but yourself. Actually, if it had been me and I hit someone sneaking in with a mass spell, I would have hit them on purpose with an attack spell to show them the difference between accidents and attacks.

Snapp
08-28-2004, 09:26 PM
If it's consistent with his roleplay to be more harsh on elves (and judging from what Park's posted before, I have no doubts on his ability to RP), I don't see the problem. Also kinda funny, that's one of the very few times I've seen someone actually follow through when they say "You'll die for this!" after being killed.

Parkbandit
08-28-2004, 09:27 PM
Ranger sneaking. But I don't believe that is the point.

You can see people walking in and out. I don't remember the exact words phrase, but it's something like "You hear the sounds of footsteps" or something. Also, he was advised the first time he put Sithral on his back to watch the way he was using the spell as there was obviously someone else in that very small (16 rooms) hunting area.

Again.. I don't have a real problem, but to say he was within his right to use any spell he wants to while hunting is simply untrue. If you want to use quake, unfocused implosion, ewave, call wind, etc.. you do so at the risk of irritating someone else and dying over it.

It's the risk he chose to take after the warning. End of story.

Blazing247
08-28-2004, 09:29 PM
Am I the only one who is never caught up in player killing? I don't think I've killed, or been killed by, another player in a good four years. I assume it's just because I've lived the last three years in the Rift and OTF. Where can I go to find these, evidently, fun conflicts?

Trinitis
08-28-2004, 09:30 PM
Originally posted by Parkbandit
If you want to use quake, unfocused implosion, ewave, call wind, etc.. you do so at the risk of irritating someone else and dying over it.

It's the risk he chose to take after the warning. End of story.

Wizards that use wizard quake in a hunting area piss me off to no end. More so when its a BUSY hunting area. I've bitched out more then one wizard doing that in the Skull Temple.

Blazing247
08-28-2004, 09:31 PM
<Again.. I don't have a real problem, but to say he was within his right to use any spell he wants to while hunting is simply untrue. If you want to use quake, unfocused implosion, ewave, call wind, etc.. you do so at the risk of irritating someone else and dying over it. >

Actually, I think I specifically pointed out the difference between quake, an open void, call meteor, etc. and simple hunting utility spells like thorn, ewave, etc. If he hit you with one of those, that'd be a completely different story.

Parkbandit
08-28-2004, 09:43 PM
Originally posted by Blazing247
Am I the only one who is never caught up in player killing? I don't think I've killed, or been killed by, another player in a good four years. I assume it's just because I've lived the last three years in the Rift and OTF. Where can I go to find these, evidently, fun conflicts?

Three of my characters have never killed another adventurer ever.

One has never killed a live critter.

What's your point?

DeV
08-28-2004, 09:44 PM
Originally posted by Chadj
Zyre was being an ass, and did it twice. While not all of my characters would have killed him for that, I would have to say a couple definately would have. Especially if you take racial hates of certain characters into account. You must have forgotten the time you e-waved in Pookas with Filswolf and then pulled me up and I didn't kill you for it because you had a good reason even though it was annoying. ;)

Parkbandit
08-28-2004, 09:48 PM
Area affecting spells open yourself up to a possible CvC situation. That is a fact and undisputable.

Whether you believe my character over reacted or not is besides the point. Even I said I purposely did.

But to say there is a difference... there is not. It is an attack on your character and you can respond in whichever way would be within your character to do so. Most people would shrug it off.. some will respond back with force.

Know the risks when using these spells.

Caramia
08-28-2004, 09:59 PM
Sorry but I'm going to agree with others here that think it was an overreaction, and add that it was probably more PvP than roleplayed conflict, and needless.

Those of you who kill at the drop of a hat over something petty really need to take a chill pill.

Percocet
08-28-2004, 09:59 PM
Originally posted by Parkbandit
Ranger sneaking. But I don't believe that is the point.

You can see people walking in and out. I don't remember the exact words phrase, but it's something like "You hear the sounds of footsteps" or something.

I thought you only heard this message with 50+ points in perception?

Parkbandit
08-28-2004, 10:14 PM
Originally posted by Caramia
Sorry but I'm going to agree with others here that think it was an overreaction, and add that it was probably more PvP than roleplayed conflict, and needless.

Those of you who kill at the drop of a hat over something petty really need to take a chill pill.

It had nothing to do with PvP.. and if you believe it did, then you don't know anything about the game and should just quit now.

You can say it was an over reaction if you like.. which I would agree.

You can say anyone who uses ewave should be hugged.. which I would not agree.

But to say this was PvP shows either no understanding on how a roleplaying game is played.. or an inability to read a log. You choose.

Xinister
08-28-2004, 10:54 PM
One comment on the whole scenario.

If the area swarms with so many critters and is small, why not just stay in ONE room and wait for the critters to come?

This will allow both characters to use all their spells effectively.

They must have changed Arrows cause I use to shrug them off.

Xinister

Chadj
08-28-2004, 11:09 PM
Originally posted by DarkelfVold

Originally posted by Chadj
Zyre was being an ass, and did it twice. While not all of my characters would have killed him for that, I would have to say a couple definately would have. Especially if you take racial hates of certain characters into account. You must have forgotten the time you e-waved in Pookas with Filswolf and then pulled me up and I didn't kill you for it because you had a good reason even though it was annoying. ;)


I was trying to e-wave the AFK scripter, if I recall.

And if you notice, it did NOT happen a second time. Furthermore, I was rather polite about it.. As polite as Filswolf gets, at least.

Chadj
08-28-2004, 11:26 PM
Besides..

Can you even kill Fils?

DeV
08-28-2004, 11:45 PM
Originally posted by Chadj
Besides..

Can you even kill Fils? Yes.

Betheny
08-29-2004, 01:05 AM
If someone else is in the hunting area, you should not use area spells AT ALL. It's one thing if it's 3 AM and no one's around. It's another if there's people around.

Drew
08-29-2004, 01:31 AM
Originally posted by Percocet

I thought you only heard this message with 50+ points in perception?

That's correct.

Both parties are over it anyway, if you want to comment on what you think of Falgrin's RP choices I think everyone should but as a player he was in his rights.

Nieninque
08-29-2004, 04:19 AM
Originally posted by Blazing247
Yes, but you have other area affect spells as a ranger. If you didn't use your spells to their fullest extent, that makes you a fucking idiot.

What would make me a fucking idiot would be using area spells that can affect other hunters where I know there are other hunters.

How many of the area spells that rangers have can do that, by the way?

Nieninque
08-29-2004, 04:23 AM
Originally posted by Drew
Just because you hunted there without ewave doesn't mean that Zyre can, I hunt without e-wave too, but have vines, thorns, camo and lots of other tools.

None of which have quite the same (indeed any) effect on other hunters.

PC-cast vines dont take down PCs, Thorn is targetted not area. Camo....see now youre being silly. There is no comparison with any ranger spell and ewave, in terms of area effects.

If the only way Zyre can hunt there is by putting other people at risk, then maybe he should rethink his hunting grounds.

I think someone already did the maths and worked out that he didnt need to knock them down anyway

Previously posted by Lord Adredin
knock down is -50 DS

So add 50 DS to the critters DS. Thats a total of 167.

255 + 28 - 167 = 117 with a random roll of 1

117 is enough to kill just about anything with a claidhmore. Fact of the matter is, he is a warrior, he don't NEED ewave.

atop of that, he is knocking other people down in arctic mants. If you've never been hit by one before..go try it out. I've seen them kill a near capped warrior in full plate and massive redux in a single hit.

IE - He was being stupid.

Seems that he can hunt there without ewave after all



[Edited on 29-8-04 by Nieninque]

Caramia
08-29-2004, 04:54 AM
But to say this was PvP shows either no understanding on how a roleplaying game is played.. or an inability to read a log. You choose.

Apparently I know the game, and policy, better than you do. When someone kills someone because they, the player, overreacted to what another character in the game does, because they got personally pissed off, I'd call that PvP. There was no roleplaying in that log, no attempt to resolve the matter with words or even build on the conflict.

Drew
08-29-2004, 04:57 AM
I was just hunting with him, he doesn't have ambush so he gets no pushdown. Regardless of if you think it's right for him to cast ewave, that's how he hunts.

Zyre swings a mithril claidhmore at a tundra giant!
AS: +254 vs DS: +181 with AvD: +28 + d100 roll: +8 = +109
... and hits for 5 points of damage!
Weak slash across chest!
Slightly less painful than heartburn.
>amb giant left leg
You leap from hiding to attack!
You swing a polished steel claidhmore at a tundra giant!
AS: +250 vs DS: +114 with AvD: +28 + d100 roll: +98 = +262
... and hit for 101 points of damage!
Quick, powerful slash to the tundra giant's left knee!
The tundra giant is knocked to the ground!
The tundra giant is stunned!
Roundtime: 8 sec.


If I hadn't been with him and he had just open swung like that there is a good chance he would have been stunned/killed. Disregarding the fact the the entire place is full of swarms and you guys are talking about 1 on 1.

Artha
08-29-2004, 04:57 AM
Apparently I know the game, and policy, better than you do.

This is because she has been playing since before you were born.

Caramia
08-29-2004, 05:05 AM
Originally posted by Artha
This is because she has been playing since before you were born.

Heh, no it's because I have a brain and I can read. I r smart!

HarmNone
08-29-2004, 07:47 AM
Using area effect spells in areas where others may be hunting has always been frowned upon. That's why the GMs put in focused forms of some of these spells. There were just too many instances of unwary hunters being killed because of somebody's unfocused spell. That brought on Assists/Reports, which took up staff time.

As I see it, if you can't hunt an area without using spells that endanger others, don't hunt that area. If someone had knocked down my ranger with an area spell, in an area where my ranger was endangered by it, there would have been hell to pay...or thorns to eat.

HarmNone admires responsible hunters

Parkbandit
08-29-2004, 08:45 AM
Originally posted by Caramia

But to say this was PvP shows either no understanding on how a roleplaying game is played.. or an inability to read a log. You choose.

Apparently I know the game, and policy, better than you do. When someone kills someone because they, the player, overreacted to what another character in the game does, because they got personally pissed off, I'd call that PvP. There was no roleplaying in that log, no attempt to resolve the matter with words or even build on the conflict.

There was no over reaction by me the player that wasn't calculated within the roleplay of my character... which has been explained a number of times. Had he been a giant, dwarf, halfling or even human, he would have lived. Instead, he was an elf and ended up dying due to his ignorance and his race.

You may call what my ranger did to him an over reaction, but there was zero PvP involved in our conflict. Thanks.

Also, you know shit about policy. If an area spell such as ewave or call wind is used, it is considered an initiation of a possible conflict senario. HE initiated the opportunity.

Once again, thanks for playing.

Caiylania
08-29-2004, 01:38 PM
I'm with Park on this one. His RP has always been solid from what I have seen myself and logs I've read. His reaction makes sense for the char he was playing, and it makes no sense to dog him for staying in char just because it had results that Zyre and others do not like.

Caiy would have just glared, sweared a bit and left. Everyone handles it differently. He didn't whisper to the PLAYER : Screw you you deserved to DIE FOR EWAVING ME YOU SCUM.

My 2 cents.

Nieninque
08-29-2004, 01:54 PM
Originally posted by HarmNone
Using area effect spells in areas where others may be hunting has always been frowned upon. That's why the GMs put in focused forms of some of these spells. There were just too many instances of unwary hunters being killed because of somebody's unfocused spell. That brought on Assists/Reports, which took up staff time.

As I see it, if you can't hunt an area without using spells that endanger others, don't hunt that area. If someone had knocked down my ranger with an area spell, in an area where my ranger was endangered by it, there would have been hell to pay...or thorns to eat.

HarmNone admires responsible hunters

I'm with you, Lady :yes:

Arshwikk
08-29-2004, 05:08 PM
Originally posted by Brimz
Heh no offense to anyone... Zyre did nothing wrong... shouldn't of killed em...

I use ewave most of the time when hunting... when you knock someone down... say sorry and move on... or pull them up...

call wind however that is a different story puts you in stance offensive if the rolling is good...

ewave com'on thats no different than a krolvin warfarer knocking you down... or some moron that walks around the town square and quakes...

live goes on...

Life, yeah...

Anyway, I agree 100% with Brimz, as I have a wizard who uses e-wave too...the point is he was trying to not be an ass with it, he could not see you, and you had no disk...yet, he did try to pull you up when he saw you got hit by it. What do you want? e-wave knocks other stuff down focused or not, I cast mine right at the thing and it still knocks down everything else in the room it can. However, ya did post this as "Murder" and not self-defense, so I guess that's what your going for.

Don't get me wrong, I'm not mad at ya...Worse happens every day in GS. Your just lucky he wasn't a mage, cause a mage has great defense against a bow user of same age, and he woulda immolated yer silly butt.

Nieninque
08-29-2004, 05:11 PM
But then again, a mage wouldnt have been going...

"wah wahhhhh...I cant hunt without knocking everything else down, hunters included...waaah waaaaaaaah"

Blazing247
08-29-2004, 05:12 PM
Okay...definition time.

Spells that affect an area: open voids, maelstrom, call meteor, quake, etc.
Spells that affect a ROOM: call wind, e-wave, etc.

Are you trying to say it's not ok to use a single room affecting utility hunting spell such as call wind and e-wave in an area where there is another person? These spells were given to certain professions because they lack the ability to stand up to multiple critters. They weren't added to the spell list as "nifty once in awhile spells".

To say someone doesn't have a right to RESPONSIBLY use them (casting willy nilly whether someone walks in or not) because you are in the same area is pompous and makes you a fucking retard. That's like saying you never have the right to use your spell because there will always be at least one person in every hunting area that isn't shitty.

I agree on spells that affect an AREA, however. Anyone who casts open voids, maelstroms, quakes, or call meteor in an area where there is even a single other person around is being disrespectful because even with care they will most likely hit you. There is a VERY large difference between a spell that affects an entire area (multiple rooms) and one that affects just the room you are in, since you can monitor your own room with a good amount of success.

Arshwikk
08-29-2004, 05:16 PM
Originally posted by Nieninque
He wasnt hiding. He walked into the room and was ewaved for the second time. the second time Zyre had already prepped it. So even if Sithar had walked in singin Fleur of Scotland and wearing Frilly knickers, he was still going to get knocked down.

And arguing that of course he has to use ewave because it's mants is just fucking ridiculous.

I hunted my ranger in mants without ewave because - guess what? She didnt fucking have it! the good thing is that because I didnt have it, I didnt put other hunters at risk by using it, knocking them down and leaving them over to the 101 endrolls and cold flares that crit.

Zyre was a twat and deserved to die.

Your reasoning is not sound at all....your a ranger and don't need e-wave? Well, that's because all classes are made to get by with what they have...some have e-wave to use to hunt. The guy frickin picked him up, gimme a break. I think a sorceror needs to read this, and head on over there and start open voiding for good measure...apparently these people think they have it worse then they actually do.

Arshwikk
08-29-2004, 05:28 PM
Originally posted by Nieninque
But then again, a mage wouldnt have been going...

"wah wahhhhh...I cant hunt without knocking everything else down, hunters included...waaah waaaaaaaah"

Your right, they woulda just e-waved...no point in whining about anything when they have what they need to get the job done.

I play several different character types, and have no issues at all with e-waves...Considering Arshwikk himself is a ranger, and does fine on his back with a bow in hand after an e-wave, I think the inadequacy is the real issue here. Why the hell would you sneak around in offense anyway? Your get 1 arrow from quiv, stance off, and fire arrow at <monster> can all be one smooth motion, and if it's not, you chose to hunt that way.

Stop crying and learn to hunt. Deal with the friendly e-waves, because that guy was certainly friendly considering the jerk-off attitude shown him. After the initial threat, I woulda probably justified killing him the second time my e-wave got him, since he already declared he would kill me at that point.

CrystalTears
08-29-2004, 05:36 PM
PB admitted that his character overreacted by killing the guy. PB himself isn't agitated about being knocked down. His character was irritated and that's how he reacted to it.

I personally hate running into a spell that will knock me down, which is why I don't go out of my way to hunt anything that ewaves. So I really don't feel the need to hunt somewhere where I could be knocked over into roundtime. Yes, it annoys my characters thus annoying me. I wouldn't go as far as to kill someone over it, but boy will she give the guy an earful.

Area AND room spells have been consent to CvC conflicts. If you want to hunt with them, great, go at it. Just know that if it knocks someone over walking through, some won't like it and will do or say something about it. As long as you keep that in mind, it shouldn't be a problem.

08-29-2004, 05:42 PM
There was no roleplaying in that log, no attempt to resolve the matter with words or even build on the conflict.

Because that's how things always happen IRL

Blazing247
08-29-2004, 05:50 PM
<His character was irritated and that's how he reacted to it. >

There are several hundred things that other characters do that irritate me on a daily basis. I just shrug it off. To each their own, I guess. When it comes right down to it, I don't care because this will never happen to my characters.

Arshwikk
08-29-2004, 05:57 PM
Originally posted by RangerD1

There was no roleplaying in that log, no attempt to resolve the matter with words or even build on the conflict.

Because that's how things always happen IRL

Absolutely.

IRL, people are murdered randomly too.

If this is not a question of right or wrong, and simply a question of whether or not it is IC, there's certainly nothing ooc about it.

Honestly though, I am not entirely sure why this was posted.

08-29-2004, 06:07 PM
To sarcasticly point out hat not all conflicts are built upon with a war of words.

Straight-up
08-29-2004, 06:11 PM
Originally posted by Parkbandit

Also, you know shit about policy. If an area spell such as ewave or call wind is used, it is considered an initiation of a possible conflict senario. HE initiated the opportunity.

Once again, thanks for playing.


I think you have something to learn about policy. Could you please reference a GM posting this or reference it anywhere in policy? A mass spell is not always considered an attack...sorry. Nor is it 100% grounds for CvC, in your case you were wrong.

Straight

Chadj
08-29-2004, 06:16 PM
It is not 100% grounds. But it IS grounds.

I have never had a warning (untill the other day when I cast meteor swarm) on PvP. 2 of my 8 character are assasins and kill someone every 10 days at most. 5 of my 8 characters have killed someone. What happened, was quite ok. No GM would, or COULD, put a spot on PB's record for that. Twice was he e-waved. A warning was given once. That was all that was needed.

The following counts as consent:
dood glances at you.

You blink.

You say, "Don't glance at me, fool. Or else."

dood glances at you.

You blink.

atta dood
*dood just got pwned.


That is sufficient consent to CvC. So is e-waving. It is what most would consider a grey area, but I am telling you, it was sufficient.

Skirmisher
08-29-2004, 06:59 PM
See Chadj, that you will feel comfortable with that sort of manipulation of the rules and looking for the smallest of loopholes shows an unfortunate level of immaturity.

Its like a five year old taking two cookies after being told not to take a cookie and saying "but I didnt take A cookie."

Yeah....in a debate amongst five year olds you are the winner, but you really should know better.

Edaarin
08-29-2004, 07:02 PM
I use e-wave while hunting. I'm also not an idiot about it; if I see someone else in the area I try not to use it unless I'm swarmed. Knock someone over, apologize, pull them up, and make sure they don't get smacked.

Arshwikk
08-29-2004, 07:32 PM
Actually, I'm pretty sure Chadj is wrong about that.

Dood can glance at you all he wants, warned or not, glancing is not a crime.

He actually has to do something physical, like touch you, or effect you with a spell, or cause you to make a saving ward against a spell. Just because you never got reported, or never lost a gm conference based on that, is more luck then anything.

08-29-2004, 07:43 PM
day,
Thank you for bringing your concerns to my attention. PvP/CvC, in and of itself, is a very large grey area within GemStone III as nearly each and every situation that may arise has 3 sides to every story (one side from the offending party, one side from the defending party and one side we'll never hear). In this instance, a GameMaster cannot enforce policy on any situation they are not witness to themselves to the violation. With that being said, both statements made by GameMaster Zyllah are indeed correct, as you have copied above.
Verbal consent is not the only method of consent one can give in which to invite a CvC situation (as PvP is a violation of policy). The actions, or reactions, a party makes regarding any particular situation whether it be via a Storyline or not, can be consented with either words or actions from the opposing party. With that being said, in regards to CvC during storylines, it is at the digression of the staff responsible for the storyline to determine whether the actions of one (or multiple parties) is not within the story itself. Where this comes into play is not in regards to PvP/CvC but more with the policy for Disruptive Behavior.
If there is a person, or group of people, who goes around killing people, "in the name of roleplay or the storyline", yet doesn't exhibit the nature of the story itself, it is more likely that they will be violating the policy on Disruptive Behavior rather than PvP/CvC. The reason for this, as stated in POLICY 16, is this particular section:

Quest participants who are being disruptive may be removed from the quest at the discretion of the GM running the event and will not be eligible for any refunds. Examples of disruptive behavior in addition to the normal disruption definition are:
- Making disparaging comments about the quest or the people involved.
- Actively thwarting the progress of other participants.
- Players who have participated in a quest before or by players who have received puzzle solutions from other participants who lessen the enjoyment of other players who wish to discover the solutions for themselves (Such as solving the quest or giving out answers just to get to the next step).

While some statements in that section are regarding puzzle-style quests such as the Hunt for History, the spirit of the policy is still enforced when a party (or parties) are found to be in violation.
GemStone III, in and of itself, is a CvC environment where one's character's behavior or actions can result in conflict with another member of the community. In regards to storylines, unless they are being overly disruptive to the essence of the event itself, CvC is very much a part of it. Any character, who chooses to play their character as the opposing side of a storyline, is consenting to possible CvC with other parties on the opposing side based upon their character's actions. If the activities are disruptive to the event/storyline, they can receive both cautions or warnings based upon the judgement of their behavior as witnessed by the staff.
Should you have any further questions, please let me know. Thank you.


GameMaster Antavian Giantwind
Feedback, Simutronics Corporation

(If you are replying to this letter, please be sure to include the full text of your previous correspondence)



Posted the entire thing so people can't say I edited it to prove a point.

[Edited on 8-29-2004 by RangerD1]

Meos
08-29-2004, 08:12 PM
People get e-waved while hunting. Sometime ya get the person that doesn't care, and sometimes you have to be ready to defend yourself. Meos would kill anyone for knockin him over on accident though.

Chadj
08-29-2004, 10:16 PM
Thank you, Ranger.

Thus proving my point. I HAVE used loop-holes, but in my scenario with Dood, that would not be a loop hole. That is actual consent. Before you try to argue with someone who knows what they are talking about, try to have a little experience under your belt.


Arshwikk, no physical contact ever needs to be made to initiate consent for CvC.


<<He actually has to do something physical, like touch you, or effect you with a spell, or cause you to make a saving ward against a spell. Just because you never got reported, or never lost a gm conference based on that, is more luck then anything.>>

As said, that is completely wrong. It has nothing to do with luck. It has to do with knowing what is, and what is not, consent. I have not been pulled for a GM conference, mostly because I keep it CvC, not PvP. If I were to start calling you stupid, idiot, loser, or retard, and you warned me to stop, and I continued, it is CvC consent right there. No physical contact made. Same with a glance. Same with a stare. Same with most things. If someone is warned not to do something, and the person continues doing so, then it is consent to CvC. It is NOT always consent to death, however. That is where it gets a little grey at times.

Scott
08-29-2004, 10:27 PM
Several people stated that he doesn't need to knock things down to hit them. I tend to use Ewave so things can't attack ME. I don't use ewave so I can hit things, I use it so they can't hit me.

Blazing247
08-29-2004, 10:29 PM
<Several people stated that he doesn't need to knock things down to hit them. I tend to use Ewave so things can't attack ME. I don't use ewave so I can hit things, I use it so they can't hit me.>

I don't really care how you hunt, or what you need or don't need to use. The spell exists to be used in a responsible manner. I will use it as I see fit, just as this guy used it as he saw fit.

Scott
08-29-2004, 10:34 PM
Originally posted by Blazing247
<Several people stated that he doesn't need to knock things down to hit them. I tend to use Ewave so things can't attack ME. I don't use ewave so I can hit things, I use it so they can't hit me.>

I don't really care how you hunt, or what you need or don't need to use. The spell exists to be used in a responsible manner. I will use it as I see fit, just as this guy used it as he saw fit.

Which is pretty much what I said. What I'm saying is that everyone keeps saying he doesn't need to put them on the ground to hit them. I use it so I don't get hit. The guy was perfectly justified in using the spell.....

Blazing247
08-29-2004, 11:04 PM
<Which is pretty much what I said. What I'm saying is that everyone keeps saying he doesn't need to put them on the ground to hit them. I use it so I don't get hit. The guy was perfectly justified in using the spell..... >

I see what you're saying. I agree. As I said before, it is in a mages arsenal not so they can hit the critter, but so they can survive multiple critter attacks.

Parkbandit
08-30-2004, 08:35 AM
Originally posted by Blazing247
<His character was irritated and that's how he reacted to it. >

There are several hundred things that other characters do that irritate me on a daily basis. I just shrug it off. To each their own, I guess. When it comes right down to it, I don't care because this will never happen to my characters.

That's because you determined that the roleplay for your character would be to shrug those things off. I too have characters like that. Hell, I have a completely pacifist character that if you kill him, he would do nothing.

Good roleplaying does not always denote non-violence.

Psykos
09-04-2004, 11:56 PM
Once again, proof that Falgrin is a tool.

Chadj
09-04-2004, 11:57 PM
Again, make a statement with which to back up your claim.

This is 6th grade english we are talking about.

Scott
09-04-2004, 11:57 PM
Originally posted by Psykos
Once again, proof that Falgrin is a tool.

I think this is proof that you are a tool.....

Parkbandit
09-05-2004, 12:11 AM
Originally posted by Psykos
Once again, proof that Falgrin is a tool.

Falgrin had nothing to do with this.. it was Sithral.

Thanks for playing.

Chadj
09-05-2004, 12:16 AM
Psykos got served.

By someone who didn't even play back in ICE age too! wowz!

CrystalTears
09-05-2004, 12:23 AM
Psykos got goth served.

Parkbandit
04-17-2008, 02:18 PM
Apparently I know the game, and policy, better than you do. When someone kills someone because they, the player, overreacted to what another character in the game does, because they got personally pissed off, I'd call that PvP. There was no roleplaying in that log, no attempt to resolve the matter with words or even build on the conflict.


Sad that she is still a GM.

Hey Andraste.. maybe you should change your avatar.. since the current one is considered false advertising. Hey, here's one that is much more appropriate:

http://i36.photobucket.com/albums/e6/belike53/post-1-1181830861_thumb.jpg

Peanut Butter Jelly Time
04-17-2008, 02:29 PM
No PB. No. You're not allowed to bring back threads. Just the coolz ppls.

Parkbandit
04-17-2008, 02:33 PM
No PB. No. You're not allowed to bring back threads. Just the coolz ppls.

I had no idea you didn't consider me a coolz ppls. Now I'm so sad.. really.

Peanut Butter Jelly Time
04-17-2008, 02:35 PM
Awe, you can be a coolz ppls. I'm sorry. :(

Nieninque
04-17-2008, 02:52 PM
OMG Whatever happened to that RangerD1 dude. He was a real knob.

CrystalTears
04-17-2008, 03:12 PM
OMG Whatever happened to that RangerD1 dude. He was a real knob.
:lol: Daniel gonna kick your butt.

Xaerve
04-17-2008, 04:29 PM
The best part about this thread is how retarded HarmNone is/was/will always be.

Danical
04-17-2008, 04:48 PM
http://i36.photobucket.com/albums/e6/belike53/post-1-1181830861_thumb.jpg

http://i36.photobucket.com/albums/e6/belike53/post-1-1181830861_thumb.jpg

Suppa Hobbit Mage
04-17-2008, 05:50 PM
That's so nasty.

Danical
04-17-2008, 06:44 PM
You know . . . I caught myself thinking, "I wonder if that's a full bottle or empty."

I promptly threw up everywhere :(

diethx
04-17-2008, 08:28 PM
That's so nasty.

x100 :(

ViridianAsp
04-17-2008, 08:35 PM
I wonder if Andraste is reading these, do you think she ever does regrets posting?

diethx
04-17-2008, 08:35 PM
I wonder if Andraste is reading these, do you think she ever does regrets posting?

I think she regrets getting caught.

Snapp
04-17-2008, 09:17 PM
The best part about this thread is how retarded HarmNone is/was/will always be.

Aw, don't be mad that she didn't like you, Psykos.

Asha
04-17-2008, 09:32 PM
Andraste would only regret posting here regarding her lying and making out she was such a looker. That was gross.

She embarrassed herself there. But I think the only reason she doesn't post here now is because she's not allowed since she's a GM.
Also probably because she's not revered here like she is over on the officials.
I can't talk about her anymore right now though, I'm about to eat.