Ye Olde Abandoned Realms Logs

Olgarda vs. Krask

posted on 2022-06-28 14:51:43
That old witch of Acadia's
Never gonna say to ya
Take an oath to Valour--
That shit is degradin' ya.

Krask tells you 'Will you come out and speak with me herald?'
<745/745hp 1095/1095m 394/394mv 12am (midnight) no opponent>
where
Players near you in Holy Grove:
<PK> Krask Outside the Hall of Archives
<PK> Valindra Office of the High Herald
You tell Krask 'No. Go away.'
<745/745hp 1095/1095m 394/394mv 1am (night) no opponent>
where
Players near you in Holy Grove:
<PK> Krask Outside the Hall of Archives
<PK> Valindra Office of the High Herald
aff
You are affected by the following:
Spell: detect invis : lasts for 41 hours

<745/745hp 1095/1095m 394/394mv 1am (night) no opponent>
sanc
You are surrounded by a white aura.

<745/745hp 1020/1095m 394/394mv 1am (night) no opponent>
armo
prsh
wwad
ishi
You feel someone protecting you.
<745/745hp 1040/1095m 394/394mv 2am (night) no opponent>
c shield

Krask tells you 'This is me trying to give you the benefit of the doubt, since you are in fact a herald. I'll ask one more time, will you come out and speak with me?'
<745/745hp 1040/1095m 394/394mv 2am (night) no opponent> You surround yourself in a protective shield of magic.
<745/745hp 995/1095m 394/394mv 2am (night) no opponent> A scalpel of cross-examination glows as it is imbued by a weapon ward.
<745/745hp 950/1095m 394/394mv 2am (night) no opponent> An icy cold shell revolves around you.

745/745hp 850/1095m 394/394mv 2am (night) no opponent> You are surrounded by a force shield.
You tell Krask 'Do you often attend women in their home against their will, dear? I said it once, and I'll say it once more: NO! Go away!'
scan
You scan all around.
*** Range 2 (east) ***
(Charmed) A mist of ectoplasm vapor fills the air.
(Charmed) A falcon is here, ready for combat.
(Pyramid) Krask the Wizard of the Astral Mind, Footman of Valour is here.
(White Aura) Calram the Moo Herald guards the entrance to the Heraldic offices.
(White Aura) Keeb, the halls curator, snoozes here peacefully on a hammock suspended from the ceiling.
A bouncer now follows you.
A bouncer arrives at your side.
A bouncer says 'It's clobbering time!'
Krask tells you 'Then you afford me no choice, but to assume that you mean Valour, and the light harm with your evil ways.'
Krask yells 'Valindra, the Lord has called thy name!'
Krask has begun a holy crusade against you! You may YIELD to take the oath of fealty.
<HERALD> Odile the Crier gossips: 'Krask has been barred from the tavern by Valindra.'
aff
You are affected by the following:
Spell: detect invis : lasts for 38 hours
Spell: armor : modifies armor class by 30 for 22 hours
Spell: shield : lasts for 8 hours
Spell: ice shield : modifies armor class by 40 for 8 hours
Spell: protective shield: lasts for 7 hours
Spell: sanctuary : modifies armor class by 75 for 5 hours
: lasts for 5 hours
Spell: weapon ward : lasts for 3 hours

<745/745hp 887/1095m 394/394mv 4am (night) no opponent>
sc

/@============================================================-
| \
| Valindra the Poetic Prognosticator, High Herald of Myth |
| Rank High Herald of <HERALD> |
| You are 44 years old (388 hours, 9h:37m of bloodshed) |
| You are a specialist sorceress of earth. |
| |
| Race: Goblin Hometown: Seringale Health: 745/745 |
| Sex: Female Class: Invoker Mana: 887/1095 |
| Size: small Alignment: Evil Move: 394/394 |
| Age: mature Ethos: Neutral Shield: 186/186 |
\ -------------------------------------------/
| |
| Streng: 17 (18-1) Rating: Good Weight: 249/305 |
| Intell: 23 (23+0) Level: 50 Pracs: 4 |
| Wisdom: 25 (25+0) Exp tnl: 18360 Trains: 3 |
| Dexter: 21 (21+0) Guildpoint: 3/3 Items: 31/36 |
| Consti: 18 (18+0) Gold: 2231 Wimpy: 142 hp |
| Luck: Fortunate Hunger: [*****] Thirst: [****-] |
| |
| Condition: A few cuts and bruises |
------------------------------------------ \
/ |
| Armor Vs Pierce: -- Saving Throws |
| Hitroll: 24 Vs Bash: -- Afflictive: 55 |
| Damroll: 21 Vs Slash: -- Maledictive: 80 |
| Vs Magic: 303 Mental: 68 |
\==========================================================-/
You are affected by the following:
Spell: detect invis : lasts for 38 hours
Spell: armor : modifies armor class by 30 for 22 hours
Spell: shield : lasts for 8 hours
Spell: ice shield : modifies armor class by 40 for 8 hours
Spell: protective shield: lasts for 7 hours
Spell: sanctuary : modifies armor class by 75 for 5 hours
: lasts for 5 hours
Spell: weapon ward : lasts for 3 hours
<HERALD> Odile the Crier gossips 'Krask has broken the peace code of the tavern!'
e
The Lore Keeper's Den
* | Upon shoving upon the door of the room, you encounter a
| | massive sea of scrolls and parchment blocking your way.
*-* * * | The papers and books are crammed into to shelves all about
| | | | the circular room, and spill over the tops and off the sides
*-@-*-*| of their containers. In the center of the mess, there is
| | a large, four-sided oak table, covered with more papers,
* | and scattered about with various writing implements. A couple
| of enormous, padded high-back chairs are drawn up to the
| table, and are stacked with yet more books. A sparkling
---------+ gold chandelier hangs suspended from the large oak beam
running the ceiling.

[Exits: north east west]
A heavy oak table sits here, surrounded by eight chairs.
A bouncer walks in.
<745/745hp 920/1095m 393/394mv 5am (dawn) no opponent>
e
Outside the Hall of Archives
* | You have now reached the top floor of the Inn. The second
| | floor looked wealthy, but this is amazing! The paintings alone
* * * | must have cost a fortune, and all the furniture is chunky,
| | | | solid and expensive looking. Some of the treasures resting
*-*-@-* | on tables in alcoves are probably the rarest things you have
| | ever seen. The wood panelling on the walls is of some type
* | now lost to the world, being very light but silky to the touch.
| The rugs covering the highly polished wooden floor are of
| the very best material and cut, and would in all likelihood
---------+ fetch a king's ransom at any auction. You guess the owner
of the inn herself must live up here, for who else could afford such a place?
A brightly lit passageway full of books extends to the north. To the west is
a set of large open double doors that lead to the High Herald's personal quarters
and office. To the south is a small quiet alcove.

[Exits: north east south west]
(Charmed) A mist of ectoplasm vapor fills the air.
(Charmed) A falcon is here, ready for combat.
(Pyramid) Krask is here, fighting Calram the Moo Herald.
(White Aura) Calram the Moo Herald is here, fighting Krask.
(White Aura) Keeb, the halls curator, snoozes here peacefully on a hammock suspended from the ceiling.
A bouncer walks in.
Krask's slash hits Calram the Moo Herald.
A bouncer yells 'You aren't allowed here, Krask!'
A bouncer's slash maims Krask!
Calram the Moo Herald's bash collides into Krask's protective shield.
Calram the Moo Herald's bash misses Krask.

<745/745hp 920/1095m 392/394mv 5am (dawn) no opponent>
Krask yells 'Help! I am being attacked by Valindra!'
A bouncer's slash decimates Krask!
A bouncer's slash decimates Krask!
Krask parries your slice.
Your slice mauls Krask.
Krask's slash hits Calram the Moo Herald.
Krask's slash hits Calram the Moo Herald.
Calram the Moo Herald's charge hits Krask.
Krask has some small wounds and bruises.

Krask has fled!
A bouncer tosses Krask out of the room!
where
Players near you in Holy Grove:
<PK> Krask Top of the stairs
<PK> Valindra Outside the Hall of Archives

<745/745hp 920/1095m 392/394mv 5am (dawn) no opponent>
Krask flies in.

<745/745hp 920/1095m 392/394mv 5am (dawn) no opponent>
scan
You scan all around.
A bouncer yells 'You aren't allowed here, Krask!'

A bouncer's slash decimates Krask!
Krask's slash injures a bouncer.
Krask's slash injures a bouncer.
Krask has fled!
A bouncer tosses Krask out of the room!
where
Players near you in Holy Grove:
<PK> Krask Top of the stairs
<PK> Valindra Outside the Hall of Archives
*** Range 1 (east) ***
(Pyramid) Krask the Wizard of the Astral Mind, Footman of Valour is here.

The soft buzzing mantra of legends past bolsters your defense.
<745/745hp 890/1095m 392/394mv 5am (dawn) no opponent>
Krask flies in.
Keeb snorts himself awake and sits up tiredly.
Keeb peers around himself intently.
Keeb peers intently at Krask.
Keeb says 'What the...Who the...Baa!'
Keeb rolls around and goes back to sleep.

Beads of perspiration form upon Krask's forehead.
<HERALD> Odile the Crier gossips 'Krask has broken the peace code of the tavern!'
You start hallucinating.
Your slice wounds Krask.
Krask has some small wounds and bruises.
<745/745hp 890/1095m 392/394mv 5am (dawn) superior>
You parry Krask's slash.
Your slice decimates Krask!
Krask has some small wounds and bruises.
<745/745hp 890/1095m 392/394mv 5am (dawn) superior>
Beads of perspiration form upon Krask's forehead.
Krask has some small wounds and bruises.
<745/745hp 890/1095m 392/394mv 5am (dawn) superior>
Your slice mauls Krask.
Your slice mauls Krask.
A bouncer's slash decimates Calram the Moo Herald!
A bouncer's slash decimates Krask!
You block Krask's attack with your shield.
Krask has quite a few wounds.
<745/745hp 890/1095m 392/394mv 5am (dawn) superior>
Your slice mauls Krask.
Krask's slash wounds you.
Krask's slash wounds you.
Your ice shield decimates Krask!
A bouncer's slash devastates Krask!
Krask has quite a few wounds.
<719/745hp 904/1095m 394/394mv 6am (day) superior>
Beads of perspiration form upon Krask's forehead.
Your memory fails and you forget all your spells.
You forget how to use swords.
Krask has quite a few wounds.
<719/745hp 904/1095m 394/394mv 6am (day) superior>
Calram the Moo Herald's bash misses a bouncer.
Calram the Moo Herald falls flat on his face.
Krask has quite a few wounds.
<719/745hp 904/1095m 394/394mv 6am (day) superior>
Krask has quite a few wounds.
<719/745hp 904/1095m 394/394mv 6am (day) superior>
You parry Krask's slash.
You block Krask's attack with your shield.
Energy from a sphere of resonance is discharged into you!
Krask's telekinesis MASSACRES you!
Your slice mauls Krask.
A bouncer's slash decimates Krask!
A bouncer's slash decimates Krask!
Krask has quite a few wounds.
<659/745hp 904/1095m 394/394mv 6am (day) superior>
sic em
You give out the command to evict barred patrons.
Krask has quite a few wounds.
<659/745hp 904/1095m 394/394mv 6am (day) superior>
Beads of perspiration form upon Krask's forehead.
You feel a brief tingling sensation.
Krask has quite a few wounds.
<659/745hp 904/1095m 394/394mv 6am (day) superior>
Krask thrusts your slice aside in a skillful parry.
Your slice mauls Krask.
Krask's slash wounds you.
You parry Krask's slash.
Your ice shield decimates Krask!
Calram the Moo Herald's charge injures a bouncer.
Krask has some big nasty wounds and scratches.
<647/745hp 904/1095m 394/394mv 6am (day) superior>
Beads of perspiration form upon Krask's forehead.
You no longer see invisible objects.
The white aura around your body fades.
The ice around you melts and becomes liquid.
Krask deflects your slice aside in an ungraceful parry.
You block Krask's attack with your shield.
A bouncer's slash decimates Krask!
A bouncer's slash decimates Calram the Moo Herald!
Krask has some big nasty wounds and scratches.
<647/745hp 904/1095m 394/394mv 6am (day) superior>
An unseen force turns your attack upon Calram the Moo Herald.
Your slice mauls Calram the Moo Herald.
An unseen force turns your attack upon Calram the Moo Herald.
Your slice wounds Calram the Moo Herald.
A bouncer's slash misses Calram the Moo Herald.
You awkwardly parry Krask's slash with a loud clang.
Krask has some big nasty wounds and scratches.
Krask has some big nasty wounds and scratches.
<647/745hp 904/1095m 394/394mv 6am (day) superior>
Calram the Moo Herald's trip misses a bouncer.
Krask has some big nasty wounds and scratches.
<647/745hp 904/1095m 394/394mv 6am (day) superior>
Beads of perspiration form upon Krask's forehead.
A ball of iron manifests and flies into you.
Krask's ballistic attack DISEMBOWELS you!
Krask has some big nasty wounds and scratches.
<615/745hp 904/1095m 394/394mv 6am (day) superior>
Your slice decimates Krask!
Your slice decimates Krask!
You deflect Krask's slash aside in an ungraceful parry.
A bouncer's slash decimates Krask!
A bouncer's slash decimates Krask!
Calram the Moo Herald's charge wounds you.
Krask has some big nasty wounds and scratches.
<603/745hp 904/1095m 394/394mv 6am (day) superior>
icic krask
You conjure a magical bolt of ice and launch it at Krask.
You are slightly attuned with ice.
Your icicle MANGLES Krask!
Krask looks pretty hurt.
<603/745hp 889/1095m 394/394mv 6am (day) superior>
!
Your slice misses Krask.
A bouncer's slash decimates Calram the Moo Herald!
You parry Calram the Moo Herald's charge.
Krask's slash maims you!
You block Krask's attack with your shield.
Energy from a sphere of resonance is discharged into you!
Krask's telekinesis MASSACRES you!
Krask looks pretty hurt.
<516/745hp 889/1095m 394/394mv 6am (day) superior>
!

Krask has fled!
A bouncer tosses Krask out of the room!
Calram the Moo Herald has some small wounds and bruises.

<516/745hp 889/1095m 394/394mv 6am (day) even> They aren't here.
Your slice wounds Calram the Moo Herald.
You deflect Calram the Moo Herald's charge aside in an ungraceful parry.
Calram the Moo Herald has some small wounds and bruises.

<516/745hp 889/1095m 394/394mv 6am (day) even> They aren't here.
Calram the Moo Herald has some small wounds and bruises.
<516/745hp 889/1095m 394/394mv 6am (day) even>
Calram the Moo Herald's charge wounds you.
Your slice wounds Calram the Moo Herald.
Calram the Moo Herald has some small wounds and bruises.
<502/745hp 889/1095m 394/394mv 6am (day) even>
flee
You flee from combat!
Poetry Corner
* * * | Large windows line one wall allowing the afternoon and setting
| | | | sun to shine down on a large wooden desk. Tossed carelessly
*-*-*-* | across the desk are books of poetry and stories, along with
| | some loose papers with notes scrawled on them. The walls are
@ | made of finished oak and lined with numerous candles and oil
| lamps, giving the room a bright and cozy feel to it.
|
|
|
---------+

[Exits: north up]
Many soft cushions lie here, permanently indented with the shape of treasured books.
A bouncer walks in.

<502/745hp 889/1095m 393/394mv 6am (day) no opponent>
where
Players near you in Holy Grove:
<PK> Krask Top of the stairs
<PK> Valindra Poetry Corner

<520/745hp 926/1095m 394/394mv 7am (day) no opponent>
n
Outside the Hall of Archives
* | You have now reached the top floor of the Inn. The second
| | floor looked wealthy, but this is amazing! The paintings alone
* * * | must have cost a fortune, and all the furniture is chunky,
| | | | solid and expensive looking. Some of the treasures resting
*-*-@-* | on tables in alcoves are probably the rarest things you have
| | ever seen. The wood panelling on the walls is of some type
* | now lost to the world, being very light but silky to the touch.
| The rugs covering the highly polished wooden floor are of
| the very best material and cut, and would in all likelihood
---------+ fetch a king's ransom at any auction. You guess the owner
of the inn herself must live up here, for who else could afford such a place?
A brightly lit passageway full of books extends to the north. To the west is
a set of large open double doors that lead to the High Herald's personal quarters
and office. To the south is a small quiet alcove.

[Exits: north east south west]
(Shimmering) (Pyramid) Krask the Wizard of the Astral Mind, Footman of Valour is here.
(Charmed) A mist of ectoplasm vapor fills the air.
(Charmed) A falcon is here, ready for combat.
(White Aura) Calram the Moo Herald guards the entrance to the Heraldic offices.
(White Aura) Keeb, the halls curator, snoozes here peacefully on a hammock suspended from the ceiling.
A bouncer walks in.

<520/745hp 926/1095m 393/394mv 7am (day) no opponent>
w
Calram the Moo Herald says 'Moo see blood. No go in.'
Calram the Moo Herald blocks you from entering the Heraldic office suite.

<520/745hp 926/1095m 393/394mv 7am (day) no opponent>
Beads of perspiration form upon Krask's forehead.
<HERALD> Odile the Crier gossips 'Krask has broken the peace code of the tavern!'
A ball of iron manifests and flies into you.
Krask's ballistic attack MUTILATES you!
Krask has some big nasty wounds and scratches.

<489/745hp 926/1095m 393/394mv 7am (day) superior>
A bouncer's slash decimates Krask!
Krask parries your slice.
Your slice decimates Krask!
Krask's slash MUTILATES you!
Something suddenly flares up and Krask's hands catch on fire.
Krask's burning hands wound you.
Krask has some big nasty wounds and scratches.

<449/745hp 926/1095m 393/394mv 7am (day) superior>
A bouncer's slash decimates Krask!
Your slice misses Krask.
Your slice mauls Krask.
You deflect Krask's slash aside in an ungraceful parry.
Krask has some big nasty wounds and scratches.

<449/745hp 926/1095m 393/394mv 7am (day) superior>
icic krask
Krask touches his finger to his temple.
Krask phases out of existence.
Krask's psionic blast MASSACRES a bouncer!
Krask's psionic blast MASSACRES you!
<HERALD> Odile the Crier gossips 'Krask has broken the peace code of the tavern!'
Krask's psionic blast DISMEMBERS Calram the Moo Herald!
Krask's psionic blast DISMEMBERS Keeb!
Krask has some big nasty wounds and scratches.
<391/745hp 926/1095m 393/394mv 7am (day) superior> You lost your concentration.
Krask has some big nasty wounds and scratches.
<391/745hp 919/1095m 393/394mv 7am (day) superior>
Your slice decimates Krask!
An unseen force turns Calram the Moo Herald's attacks upon you!
You thrust Calram the Moo Herald's charge aside in a skillful parry.
Keeb's slash decimates Krask!
Keeb's slash decimates a bouncer!
Krask's slash MUTILATES you!
A bouncer's attack just barely misses Krask.
Krask looks pretty hurt.

<360/745hp 919/1095m 393/394mv 7am (day) superior> You lost your concentration.
Krask looks pretty hurt.
<360/745hp 912/1095m 393/394mv 7am (day) superior>
Krask touches his finger to his temple.
Krask's psionic blast MUTILATES a bouncer!
Your force shield shatters!
A warm feeling fills your body.
Krask's psionic blast MASSACRES you!
Krask's psionic blast DISMEMBERS Calram the Moo Herald!
Krask's psionic blast DISEMBOWELS Keeb!
Krask looks pretty hurt.
<377/745hp 912/1095m 393/394mv 7am (day) superior>
Calram the Moo Herald's charge hits Krask.
An unseen force turns your attack upon Keeb.
Your slice injures Keeb.
Your slice decimates Krask!
A bouncer's slash devastates Keeb!
A bouncer's slash decimates Krask!
Your shield wobbles and barely deflects Krask's slash.
Keeb's slash decimates Krask!
Krask looks pretty hurt.
<377/745hp 912/1095m 393/394mv 7am (day) superior>
icic krask
You conjure a magical bolt of ice and launch it at Krask.
Your spell attacks the wrong Krask.
Krask looks pretty hurt.
<377/745hp 897/1095m 393/394mv 7am (day) superior>
Calram the Moo Herald's bash collides into Krask's protective shield.
Calram the Moo Herald's bash misses Krask.
Krask looks pretty hurt.
<377/745hp 897/1095m 393/394mv 7am (day) superior>
You block Krask's attack with your shield.
Energy from a sphere of resonance is discharged into you!
Krask's telekinesis MANGLES you!
A bouncer's slash decimates Krask!
Your slice mauls Krask.
Krask is in awful condition.
Krask has fled!
A bouncer tosses Krask out of the room!
scan
You scan all around.
*** Range 1 (east) ***
(Shimmering) (Translucent) (Pyramid) Krask the Wizard of the Astral Mind, Footman of Valour is here.
<288/745hp 897/1095m 393/394mv 7am (day) no opponent>
Your weapon ward expires.
<300/745hp 929/1095m 394/394mv 8am (day) no opponent>
sanc
Your delirium breaks your concentration.

<300/745hp 892/1095m 394/394mv 8am (day) no opponent>
aff
You are affected by the following:
Spell: armor : modifies armor class by 30 for 18 hours
Spell: implant visions: modifies save vs mental by -16 for 7 hours
Spell: shield fatigue : lasts for 3 rounds
Spell: brainwash : lasts for 3 hours
Spell: protective shield: lasts for 3 hours
Skill: falter : modifies save vs mental by -4 for 2 hours
Skill: affliction : modifies save vs afflictive by -2 for 1 hours
Spell: icicle : lasts for 1 hours

<300/745hp 892/1095m 394/394mv 8am (day) no opponent>
sanc
You are surrounded by a white aura.

Krask flies in.
Keeb snorts himself awake and sits up tiredly.
Keeb peers around himself intently.
Keeb peers intently at Krask.
Keeb says 'What the...Who the...Baa!'
Keeb rolls around and goes back to sleep.
Keeb yells 'Krask! You shall pay!'
<300/745hp 817/1095m 394/394mv 8am (day) no opponent>
Krask touches his finger to his temple.
<HERALD> Odile the Crier gossips 'Krask has broken the peace code of the tavern!'
A bouncer yells 'Die! Krask, you sorcerous dog!'
Krask's psionic blast DISMEMBERS a bouncer!
<HERALD> Odile the Crier gossips 'Krask has broken the peace code of the tavern!'
Krask's psionic blast MUTILATES you!
<HERALD> Odile the Crier gossips 'Krask has broken the peace code of the tavern!'
Krask's psionic blast DISEMBOWELS Calram the Moo Herald!
Krask's psionic blast wounds Keeb.
Krask has some big nasty wounds and scratches.
<262/745hp 817/1095m 394/394mv 8am (day) superior>
Keeb's slash devastates Krask!
Krask's slash mauls Keeb.
A bouncer's slash devastates Krask!
A bouncer's slash devastates Krask!
Your slice misses Krask.
Krask looks pretty hurt.
<262/745hp 817/1095m 394/394mv 8am (day) superior>
Krask looks pretty hurt.
Your slice wounds Krask.
Keeb's slash mauls Krask.
Keeb's slash mauls Krask.
A bouncer's slash maims Krask!
A bouncer's slash MUTILATES Krask!
Krask is in awful condition.
<262/745hp 810/1095m 394/394mv 8am (day) superior>
Krask starts aiming at you.
Krask is in awful condition.
<262/745hp 810/1095m 394/394mv 8am (day) superior>
You can cast your shield spell again.
Krask is in awful condition.
<262/745hp 810/1095m 394/394mv 8am (day) superior>
icic
You refract your spell, leaving residual energy hanging in the air.
You conjure a magical bolt of ice and launch it at Krask.
You are more attuned with ice.
Your icicle DISMEMBERS Krask!
Krask is in awful condition.
<262/745hp 795/1095m 394/394mv 8am (day) superior>
A bouncer's slash MUTILATES Krask!
Krask has yielded. You have won the challenge.
Krask is mortally wounded!!
<262/745hp 795/1095m 394/394mv 8am (day) no opponent>
Keeb yells 'Krask! Now you die!'
Keeb's slash devastates Krask!
Krask is DEAD!!
A falcon fades away with a sad face.
Krask is now barred from the tavern.
<HERALD> Odile the Crier gossips: 'Krask has been barred from the tavern by Valindra.'
<PK> Valindra Poetry Corner
n
Outside the Hall of Archives
* | You have now reached the top floor of the Inn. The second
| | floor looked wealthy, but this is amazing! The paintings alone
* * * | must have cost a fortune, and all the furniture is chunky,
| | | | solid and expensive looking. Some of the treasures resting
*-*-@-* | on tables in alcoves are probably the rarest things you have
| | ever seen. The wood panelling on the walls is of some type
* | now lost to the world, being very light but silky to the touch.
| The rugs covering the highly polished wooden floor are of
| the very best material and cut, and would in all likelihood
---------+ fetch a king's ransom at any auction. You guess the owner
of the inn herself must live up here, for who else could afford such a place?
A brightly lit passageway full of books extends to the north. To the west is
a set of large open double doors that lead to the High Herald's personal quarters
and office. To the south is a small quiet alcove.

[Exits: north east south west]
The corpse of Krask is lying here.
(White Aura) Calram the Moo Herald guards the entrance to the Heraldic offices.
(White Aura) Keeb, the halls curator, snoozes here peacefully on a hammock suspended from the ceiling.
A bouncer walks in.
You tell Krask 'Did you want your things, dear?'

Krask tells you 'I cannot get in to retrieve whatever you have left me.'

<513/745hp 915/1095m 394/394mv 9pm (night) no opponent>
Krask tells you 'Working on that now.'
You tell Krask 'I took nothing save your dignity.'
Krask tells you 'You certainly took that.'
You tell Krask 'But I will let you in if you play nice.'

<527/745hp 935/1095m 394/394mv 10pm (night) no opponent>
i
You are carrying:
a leather grimoire
(Glowing) the Light of Immortal Favor
a bottle of house wine
a brilliant lavender and green stone
(Humming) a book of living tales (open)
( 2) a cloud herb
a steaming cup of coffee
a white piece of paper
a ring of phantasms
(Humming) a trinket of Lady Luck
a mysterious bag of the Magi (open)

Krask tells you 'Although it is almost like I gave it away.'

You yell 'Next time, mind the door!'

Comments

  1. Wow, Olgarda is someone you don't mess with!
      [reply to Avenar]
    1. You failed to mind the door! Expecting an Olgarda encore.
        [reply to Foggledonk]
      1. Who TF is Olgarda?
        1. Check out some of Valindra’s background entries! They are great.
        2. The witch with the goblin face! A mystery her time and place.
        [reply to Gundder]
      2. (removed) [reply]
        0 , 0 , 1 .
        THIS COMMENT HAS BEEN REMOVED.
        1. Mogu
          1 , 0 , 0 .
          Imagine being so lonely you're resigned to trolling logboards of a mud you used to play. You're like a gnat that won't go away. Stick to the wasteland. Now shoo!
        2. (removed)
          0 , 0 , 0 .
          THIS COMMENT HAS BEEN REMOVED.
        3. Removed post - twerp trolling harder than a starving fisherman.
        4. Removed post. Twerp attacking someone. Nothing to see here. Move on twerp.
        [reply to twerpalina]
      3. Yep, that was quite embarressing. There is a lot to Psi's and I admit I am struggling to break the mold I created for myself, getting used to using certain spells. I'll have to thank Gzarza for immediately invading after this fight, because those fights made me feel much better.
          [reply to Krask]
        1. i ugly laughed at this shit
            [reply to Davairus]
          1. why was the bouncer fighting calram and keeb?
            1. I think an effect of ‘implant visions.’ Might also be some synergy between that and delirium / faltering?
            2. The psionic blast attacks all, so they attacked Krask, and his pyramid likely redirected onto the bouncer, is all I can figger, but im no mind mage.
            3. Pyramid of force redirects is correct
            [reply to Vanisse]
          2. Never interrupt a lady in her room after several times told no.. It can get ugly..

            "Calram the Moo Herald says 'Moo see blood. No go in."
            1. Sounds a bit like experience talking? Haha, I kid.
            2. Oh yes, it can be like the beach clothing booth after half an hour waiting in the line.
            [reply to Vargan]
          3. It's nice to see some psionicist logs... Looks to me like Krask threw the fight though.
              [reply to Militha]
            1. No means no, unless youre a berserker then you run in there and hit flurry.
                [reply to Ashlyn]
              1. I guess I have a hot take on this one . I think the defensive power of the tavern is screwing with the game's pecking order and not in a good way. IF I were the Knight Imm, here would be my acceptable outcomes after my Knight gets embarrassed like this:

                * evil heralds must just oath so theyre not provoking good align characters to break the peace of the tavern and run headfirst into a dumb ass kicking
                * or tavern skills do not affect caballed characters
                * or the consortium gets a cabal item (so these tavern powers can be temporarily drained)
                * or the consortium is banned from rare items
                * or the tavern is RP burned to the ground by the Knights, because it harbinges evils

                And ... again, IF i were the knight imm.. having such well-protected evils would be the hill I'd be willing to die on. Really.
                1. Or maybe ask the knights not to break the peace code. If lumubella was content to let Chul townsit, why is Valindra, who never murdered a noble, harassed in the poetry corner? You do not need some knee jerk like proposed above. I'd double yawn if I could.
                2. For the record, Lumubella constantly invaded justice cabal to draw Chul out. A wanted flag is a little more devastating than getting banned from the Tavern.

                  Choosing an evil path puts you square in the crosshairs of Knights. You refuse to swear an oath that the Knights would put trust in, you choose a path of evil. No amount of flowery writing is going to change the fact that you're evil. The Knights have the compunction to go after such an evil soul no matter where they choose to hide. They in fact, have a duty to smoke them out.

                  If you want to maintain the status quo, then forcing evil in the consortium to oath upon joining the consortium makes sense. Have them abandon their rares and let them be protected. If not, then treat them like any other organization. Hire patrons to protect and enforce the peace code.
                3. Wowza y'all have an incredibly evil definition of good. What good protagonist in any fantasy novel who isn't actually an antagonist behaves in the manner Dav and Lum are describing?
                  Good cabal by default means authoritarian murder state? A'ight. That's some fantasy setting.
                4. I would get it if Val was out there committing evil acts. I haven't seen that log. She's not hiding in the tavern as far as I can tell. She's just existing there.
                5. Ozaru
                  1 , 0 , 1 .
                  I agree with Illromie, Ashlyn would crusade and sit in town calling me a coward for not leaving didn't you make leader without even having a single kill?

                  My memory is a bit fuzzy on this but I think you invaded 1 time I confined you and killed you. Then you never invaded again.
                6. How is it screwing with the game's pecking order? I've never seen a Consortium member with the Dragon title in my time in Serin and I've only seen bouncers used a handful of times. It seems very much to the side of the pecking order of the game to me. Which I thought was intentional based on our rules to not invade cabals or overly engage in PKing?
                7. I think it would be neat to see Knights be super fanatical. Oath or die, no exceptions. “Kill the mutant! Burn the heretic!”. Even if they die it’s easy for paladins to bounce back with all their spells/buffs. I think you could even push that RP far enough to kill neutrals that are known to associate with evils. That’s one of the great things about AR - you’re mostly only limited by your imagination and what you can convince others to buy into.
                8. I mean what you are describing is what an eradication paladin already is, isn't it?

                  I think it is totally legit for any player to choose to take a character in this direction. But there is only one "good" cabal. Going fanatical is a really narrow interpretation of what the good alignment represents and arguably one of the least "good" interpretations. A ton of really compelling good characters in media deal with the struggle of remaining moral in an amoral world. Knights codifying this type of behavior like you and the immortals on this thread are suggesting basically rules out the only good cabal for a lot of RP choices for good characters.

                  I could just be way off base here. It isn't my game. But I don't like how much cabals dictate RP with their rules. It's a big turn off to me.
                9. Now that said, a mortal leader pushing this interpretation to the growing unease of his foot soldiers who have to deal with how it stresses their own personal moral code would be super hot. But I don't know if the player base is there for that? Feels like cabal players turn over so fast that it becomes a filter on who joins rather than a cool RP opportunity for who is in.
                10. Scrynor, I understand where you are coming from here, but I want you to consider this.

                  1. The Knights literally force the oath on people who have done no wrong, because of betrayal by evil in the past. It's in their history.
                  2. Why are heralds special? You can make an evil, write evil propaganda, and do whatever you want in the name of the consortium and as long as you aren't actively killing people you are fine? In a holy war, people who support evil by writing evil things would be targeted early to stop their spread of information.
                  3. It is totally legit for any character to choose their individual direction, but as a knight, the helpfile literally says 10) Begin a CRUSADE against any unoathed evils. That gives them a choice to yield, and be oathed fight, and kill the knight, run away, or die. The Knights are a militant order.

                  On another note, stopping them from being able to wear rares is an interesting idea.
                11. Wow, my sentence structure was bad there on number 3. Maybe I should go be a herald for a while?
                12. I mean, that can be what it is. Then I am giving the feedback as a player that I don't like it. That is an authoritarian mentality to a such a great degree that it rivals the greatest villains in history. Knights are tired to a geographic location but every their doctrine over the entire world based on a label rather than past actions. Take my oath based on my past experience entire world or it is the sword for you. In a fantasy setting where some races can only be evil. It's cultural dominance at the threat of codified genocide. You guys would be killing Drizzt.

                  I'm just saying I've made goods and wanted to join Knights and come to the conclusion that I can't play the good character I want to play there. And that's a bummer in a game where cabals are basically prestige classes containing powers and there is only 1 option per alignment.
                13. Thing is, we wouldn't be killing Drizzt, because Drizzt would take the oath.
                14. Yeah? Drizzt would take the oath? When he was a young man in the drow army? Or when he was famously treated incredibly well by every surface kingdom he visited based on his appearance alone? Or when he had no concerns that murdering crusaders would ever cross sword with someone he cared about?
                15. That's really this thing here, isn't it? You don't wait for Drizzt to come to you. Just like you didn't wait for Val to come to Valour. You seem them out. Oath or die. Incredibly, insanely authoritarian.
                16. Scrynor I love your points and perspective. I completely agree that what I wrote would be incredibly authoritarian and polarizing. Maybe it wouldn’t be great for the knight imm to codify that but I could see some really cool RP developing if there were a few active knights with differing philosophies (eg one dogmatic/exterminate evil, one compassionate/reasonable, one ultra pacifist).

                  As an avid forgotten realms fan as well I don’t think drizzt would take the oath. I don’t think he’d want to be tied down to what others think is good/just/right. I think above all he has to have the freedom to follow his own internal compass.
                17. Restricting heralds from wearing rares cause one killed a knight? Let's not get salty.
                18. Yeah Kalist, I think we mostly agree here. If those posts came from the mortal leader of Knights instead of immortals I would have no issue. And they probably have enough members to run it right now. And honestly an escalation with a group like the Consortium would be the perfect way to give the RP chance to the pacifist side go, wait what? It's just codifying it that bothers me a little and that stuff is in the help files already as Krast rightly pointed out.

                  Also same page on Drizzt. His best friend is an extra dimensional cat for a reason. Fiercely independent. Much more MCU Civil War Captain America than Iron Man. He's not talking no oath. He's defied institutional pressure for his notion of what is right his whole life.
                19. Hmm no I don’t think we mostly agree… I think we completely agree!

                  …..Just pulled a Gordon Ramsay there, sorry about that!
                20. *ambles into thread* i want an extra dimensional cat *wanders away*
                21. I doubt Drizz't would take the oath in a highly hypothetical situation where he was in AR. In the Forgotten Realms books, he left the Underdark in part due to the fact that he wasn't like his kindred (backstabbers who were led by a tyrant). But I also don't see him bowing knee to any king or the agents of a kingdom... I haven't read the books for a number of years, but I remember that at best he treated others at equals after leaving (his friends (Wulfgar, Bruenor, the halfling, the human lady who was to wed Wulfgar, the deep gnome who lost his hands to Drizz't's kin and whose kindred saved him, probably others too), Lady Alustriel, and I suppose maybe Jarlaxle), and he didn't respond well to aggression. I don't quite recall his proper relationship with his father, Zaknefain, but aside from him and the blind ranger in the third book, I wouldn't say anyone was in a superior sort of relationship at any point that he respected. That orc king? Sure, eventually he and Drizz't managed to get along when the half-ogre troops started trying to take over his army, but they were sworn enemies for a very long time.
                22. My only thoughts are why do Heralds have a safe mob to pass(hide behind) while also being able to bar people thus giving them two mobs(Calram and bouncer) to fight the invader along with themselves? That's the only question I get out of this log.
                23. yeah not a bad question, I would say the peace code but this log shows they are barring people who haven't broken it, so I don't know what the rationale of this is
                24. Eh? He started a crusade against her before she barred him from the tavern.

                  But regardless, as tenders of the taverns we reserve the right to refuse service to any one at any time for any reason. Sudanese business practices.
                25. Serious question though, I've seen the "give them a cabal item so their powers can be drained" thing multiple times so I'm just curious... what powers? The ability to approve backgrounds for people? To publish the mystique? To write monster low? I just feel like it keeps getting passed over here that this group offloads recurring work from immortals. Draining my powers basically just takes 20 ac, the ability to stop 1 attack once a day if I time it right, and the ability to do my job.
                26. Wait a minute... if we get a cabal item do we get a cabal shop with defender potions and the like? Maybe I do want this...
                27. Speak for yourself Trillian, Vaudevillian. I wield the power to make my enemies cower.
                28. Well he did announce his intentions of aggression prior to the barring... Though I suppose if someone did that in Justice they'd get the boot as soon as their patron Immortal(s) got involved. It's not like Krask had not made has intentions clear, but the barring may have been a bit premature. Calram already stopped him from entering the Herald offices...
                29. this is all ridiculous conversation. moving heralds and mystics to coterie was done so there would be space for roleplayers who didnt want to pk, because without a cabal item they are not forced to defend anything. now you force them to pk, claiming they have no right to peace, and say people who clearly do nothing to instigate and are just in their own world writing and creating stories for you to enjoy are “op” because they were afforded some slight protection against being a smear on the carpet. and people who don’t pk don’t deserve to have rares because they wouldn’t enjoy being effective at pve and they should just walk around in 0ac peaches rags. because who cares about storytelling when pk? this is the vibe i am getting here. have more respect for the roleplaying aspect of the game and stop thinking everything is about tweaking mechanics. these players contribute a hell of a lot to the environment and people’s engagement.
                30. I mean the Consortium isn't a cabal. We don't avenge each other. We don't defend the tavern by code. We are prohibited from invading cabals and stripping others of their powers. Don't apply their rules to us. The notion that the the good only Knights of freaking Valour's entire oath mechanic can be canonical role-playing justified as a preemptive strike against every evil in the world is cool but the tavern running neutral ground writers have to wait until they are engaged even when a literal crusade is declared against them to bar service is peak absurdity. We reserve the right to refuse service to anybody, for any reason, at any time. I've seen it done to immortals. He didn't particular care... but we reserve the right
                31. I suppose part of the problem some people have is the attitude of the Consortium members. There was a period of time when one Executor actively exiled any Noble who disagreed with him or did anything he disliked; in the end, Resatimm stepped in and stripped him of his position.

                  Besides, ain't you too low a rank to have the privilege of the prohibit skill, Trillian? Back in my day, only the Master Scribe or High Herald had that option...
                32. Yeah I don't have it. It's a royal we! That's why I said earlier that giving us an itemand depowering is doesn't do much. Not many of us can use those defenses anyway. Our item would get taken, we would not recover it, we would barely lose any meaningful combat abilities, we would lose the ability to do our job.

                  What attitude are you talking about? I'm not sure what you mean. All the Consortium I know are quite nice!
                33. Say whatever you want, but a Knight getting absolutely ass kicked by any evil other than a super-geared and badass Legion is the wrong result, and especially an evil Herald. First of all, the fight should never have happened. But it did, and when it did, that evil Herald fought completely inept and still got an easy pk out of it due to the overwhelming influence of this tavern. As such, I'm wiling to honor any requests Ceridwel asks to ensure that Knights are able to fulfill their cabal duties despite extraneous mob interference.
                34. that "overwhelming influence" has been there for years. and the tavern bouncer design was your own design. literally the only reason you have an issue here is because this knight chose to AOE some random bystander mob who has been in that tavern for decades, and then stand there taking random hits to the face instead change his strategy. for example, his pyramid already redirected both keeb and calram to fight valindra and her bouncer. didn't you see that in the log? he could have just fled (and healed, as militha mentioned) and watched her have to flee, then take her on outside that room (because she cannot go back in while bloody, and she would likely have fled so as not to be fighting her own tavern members). calram is like any other front door guard. he could have just taken that out.

                  tldr, you are overreacting to an embarrassing scenario caused by a series of decisions that the knight made that could have gone very differently to a very different result, as militha has pointed out.
                35. The thing is, Valindra didn't even get a PK out of it... Keeb scored the final hit.
                36. PS. In the past, evil Heralds had to decide between the oath to Valour and protection from Legion since tribute was constantly being demanded. Aside from forcing Consortium members to not be evil (which I believe makes no sense and eliminates some great possibilities for RP), I don't see any result which works for both our RP and PK oriented players.
                37. Can't believe it's my ineptitude inviting your scrutiny and scorn. Feeling less and less like a good sport after all this 'discourse.'
                38. Lightning flashing! Thunder crashing! Send or enemies homeward dashing! Or just kill them all. I'm ready for the Valindra Ball.
                39. You know I've heard plenty of stuff said out loud that's much worse, but there's something special about when someone's taken the trouble to actually write their shit down into a logboard comment. It really amplifies all the words in its own unique way.

                  I have already committed to no further response other than a promise to help Ceridwel make sure Knights have what they need. It will be his "over-reaction" to worry about.
                40. I don't know why i have to say this but can we please just settle it between the players in character in game? I don't even know if there is an it? Come on immortals just sit this one out. Knights bring war to the taverns if you want. The Consortium loves it when players engage with us. Just stop with the God mechanic that stuff. We suck at PK. Stay in character, do whatever you like. The player base has got this.
                41. Trillian, the imms need to go through the grove Tavern and make sure things aren't broken. Like for instance, the grove tavern currently blocks ghosts and Justices. The Seringale one does not block those conditionals, and correctly so. If we cannot get visitors even through the front door without bugs, then what can we expect as we get deeper inside? Besides, there is no reason why these two taverns could not just share their entrance proc. I could give a bloody shit about this tavern, I just don't want to play whack-a-mole with bugs all weekend every weekend for the rest of my pitiful life.

                  The next part about Knights oathing evils is its own matter. That issue is bigger than just the tavern. There are other situations where a psi knight can run into a neutral special charmie (shadow demon/special guard/bouncer etc) with a level 45+ neutral mob bystander. Please read my words more carefully. I specifically wrote out "extraneous mob interference" not "tavern npcs". The Knight cabal does not get forms or a mob to do extra damage, so there could be a parity issue there with other cabals and we will definitely need to look into that properly. Lets not forget the neutral Keepers that have been shit-kicking them also. Keepers have faster mounts and stronger powers, and are neutrals so their skills have gone through Knight protections. I expect Ceridwel to be more aware of these issues than the average "roleplaying focused" player is, so I want him involved.
                42. I mean, I feel like I read words pretty carefully? What you wrote here is all pretty reasonable. You know I respect the need to fix bugs. Heck, I've reported a bunch that are not in my own interest. And I know nothing about cabal balance. I'm sure I know well under half the cabal powers that exist. But what you wrote here is very different than your OP which is a 5 point bulleted list of bad things to do specifically to heralds and how you'd die on that hill if you were the knight immortal. Bookended by a commitment to do what the knight immortal wants. You'll have to forgive me if I misconstrued that as more specifically targeted at Heralds than bug fixes, code streamlining, mob interactions, and cabal vs cabal (ie not heralds) balance.
                [reply to Davairus]
              2. Harassing me in the Poetry Corner is a time-honored rite of passage for young Knights. Why would you take that away from them?

                Simply put, this is about power and control. The real 'virtues' we must contend with are zealotry and an inability to parse nuance. I will swear an oath to Valour over my dead body, so come and get it, boys. Strip me of every meager protection afforded a Herald if you must: it will be quite a victory for you too, for I am oft noted for my combat prowess and bloodthirsty nature.
                1. And Valindra, thanks for being a good sport. I gotta admit, I was really hoping that this log didn't get posted even if I almost posted it myself. The humiliation is real.
                2. My first reaction is that this was only one battle, so I wouldn't look to make balance changes based off only this.

                  From the RP perspective, there is an inherint conflict created by having evil Consortium members who do not want to give an Oath to Knights. I don't think this is necessarily bad as it creates some very interesting character choices as to how the conflict should be resolved. So long as the balance of the game isn't drastically at stake, I think it's cool to see where storylines go with these characters.
                3. It's only one battle, and as I said, from my perspective it looks like Krask threw the fight... Just based on analysis of what few psionicist logs we do have and some personal inspection of the psionicist abilities through the help files without actually playing a psionicist, this could've easily gone differently. Krask could've easily employed different tactics and won this fight from what I can tell.
                4. It would be silly to think the class is perfectly viable at this point.. I have seen icicles pop mangles through sanc while the ballistic attack does mutilate on unsanced. at 50 . so that's why the psi blast vs an unsanced character. it makes total sense. and of course keeb turned out to be a very high level mob for some reason, even though every seringale citizen is level 10. I think this speaks more to the tavern being OP than bad tactics, a little impatient, but not throwing on purpose.
                5. My point was that he could've easily healed with cell adjustment instead of launching himself at Valindra again and again (especially at the point when he had big and nasty wounds). Psionicists get healing from class abilities; invokers don't. That's an elementary tactic...
                [reply to Valindra]
              3. "I have already committed to no further response other than a promise to help Ceridwel make sure Knights have what they need. It will be his "over-reaction" to worry about."

                Knights can't control the whims of the Consortium nor who they choose to allow as members in their halls. We can, however, dictate how Crusades work when it comes to darkwalkers who refuse to Oath and hide behind Calam to do so.

                Crusade power has been updated now to address this kind of thumbing-of-the-nose at the glory of the Light.
                  [reply to Ceridwel]

                Post a New Comment