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Jails https://shatteredkingdoms.com/forums/viewtopic.php?f=22&t=17578 |
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Author: | Teh_Peso [ Fri Aug 01, 2008 6:49 am ] |
Post subject: | Jails |
Quote: [HP:100%] [ME: 95%] [PE:100%]
> The door opens. [HP:100%] [ME: 95%] [PE:100%] > l n A large heavily barred and locked jail door is here. The door is open. You see The Dungeon of Exile. A scrawny male halfling and a hook-nosed male human are not too far off north from here. [HP:100%] [ME: 95%] [PE:100%] > l n A large heavily barred and locked jail door is here. The door is open. You see The Dungeon of Exile. A scrawny male halfling and a hook-nosed male human are not too far off north from here. [HP:100%] [ME: 95%] [PE:100%] > n e You walk north. The Dungeon of Exile Thick stone pillars support the low arched ceiling of Exile Gaol. Iron brackets are set into each, the torches they hold casting an oily, flickering light over a scene of despair, their pungent black smoke doing little to mask the stench of mouldering straw, self-pity and over filled slop buckets. The rock walls are slick with damp and yellowed with mildew, rotting straw covers the cold stone floor. Dark cells line the west and south walls, each cell has a thick iron door with which to confine the occupants if necessary. Most are left open, the inmates being given the freedom of the dungeon in exchange for their good Obvious exits: n e s ne A Peacekeeper templar is here, his stern face watchful. A Peacekeeper templar is here, his stern face watchful. [HP:100%] [ME: 95%] [PE:100%] > e You walk east. The Dungeon of Exile Thick stone pillars support the low arched ceiling of Exile Gaol. Iron brackets are set into each, the torches they hold casting an oily, flickering light over a scene of despair, their pungent black smoke doing little to mask the stench of mouldering straw, self-pity and over filled slop buckets. The rock walls are slick with damp and yellowed with mildew, rotting straw covers the cold stone floor. Dark cells line the west and south walls, each cell has a thick iron door with which to confine the occupants if necessary. Most are left open, the inmates being given the freedom of the dungeon in exchange for their good Obvious exits: n e s(closed) w nw A Peacekeeper templar is here, his stern face watchful. A Peacekeeper templar is here, his stern face watchful. A mean-faced male human is here. [HP:100%] [ME: 95%] [PE: 99%] > n You walk east. The Dungeon of Exile Thick stone pillars support the low arched ceiling of Exile Gaol. Iron brackets are set into each, the torches they hold casting an oily, flickering light over a scene of despair, their pungent black smoke doing little to mask the stench of mouldering straw, self-pity and over filled slop buckets. The rock walls are slick with damp and yellowed with mildew, rotting straw covers the cold stone floor. Dark cells line the west and south walls, each cell has a thick iron door with which to confine the occupants if necessary. Most are left open, the inmates being given the freedom of the dungeon in exchange for their good Obvious exits: n s w A Peacekeeper templar is here, his stern face watchful. A Peacekeeper templar is here, his stern face watchful. The grey wolf is here, fighting a black rat. XXXXX is here. A black rat is here, fighting the grey wolf. A black rat is lying here stunned. A black rat is here, fighting the grey wolf. [HP:100%] [ME: 95%] [PE: 99%] > speed un u You walk north. The Association Room The smell is a thick and tangible thing. The faecal stench of slop buckets, confinement, mouldering straw and self-pity taints the close, damp air. This is the Association Room of Exile Gaol, a place where visitors can spend time with the prisoners privileged with liberty from their dark cells. Though in truth, not many come here that are not compelled to stay. Moist and stained straw covers the floor, and torch brackets are set into the bare rock walls, casting a flickering, oily light over the chamber and adding to the general miasma. A few tables and rough chairs are scattered about for the comfort and use of the inmates. The thick bars of an iron gate guard the dungeon itself to the south. Obvious exits: s u A Peacekeeper templar is here, his stern face watchful. A Peacekeeper templar is here, his stern face watchful. Gorvus, the turnkey of Exile Gaol is here, his eyebrow twitching. [HP:100%] [ME: 95%] [PE: 99%] > Someone died near here. [HP:100%] [ME: 95%] [PE: 99%] > / Syntax: speed [walk|jog|run] [HP:100%] [ME: 95%] [PE: 99%] > You walk up. The Gaol House You are in a dim hall that serves as the Gaol House and entrance to Exile Gaol, in truth a dark and forbidding dungeon that lies below here. A gothic stone arch set with a black iron gate is to the north, leading out onto the Peacekeeper's parade ground. A smaller, less imposing oak door, studded with black iron rivets, is set into the western wall. The floor is tiled with cold slate flagstones. A narrow, steep stairway at the back of the hall leads down to the dungeons. The smell that arises from it is damp and pungent, a reek of mouldering straw, unwashed bodies and imprisonment. Obvious exits: n w d A Peacekeeper templar is here, his stern face watchful. A Peacekeeper templar is here, his stern face watchful. A Peacekeeper is here, patrolling the city. A Peacekeeper exclaims 'Halt, lawbreaker!' A Peacekeeper exclaims 'You shall pay for your crimes!' A Peacekeeper cannot bear to attack your mighty presence! [HP:100%] [ME: 95%] [PE: 99%] > You start to concentrate. [HP:100%] [ME: 95%] [PE: 99%] > / You utter the words, 'xafe ay candusqarr'. A circle of stones This valley appears to have been created from an earthquake vvsss some hundreds of years ago. The sharp and often jagged edges \-*ss have supported several tufts of grass and several stunted shrubs. sssvv Weeds choke what remains of the soil along the valley walls. The valley flattens into a small clearing here. The ground seems worn with much foot traffic. A full moon hangs in the sky. It's mostly clear, well past freezing, and there is absolutely no wind. Obvious exits: n e s w nw ne sw se ( 5) A wooden battle arrow with a sharp diamond head lies here. (Lit) A long torch bracket stuck in the ground here glows a faint green. A set of rune-inscribed stones frame the center of the clearing here. [HP:100%] [ME: 88%] [PE: 64%] Firstly, you have to get a key from someone who is not a judge, in a no transport room, that is well hidden to the non-experienced player, said NPC calls guards when you attack it...tons and tons of guards, if you manage to get the key, you must then go five rooms of wading through more guards. After that, you enter no transportation territory. for three rooms, then a no magic/no transport room, that is just before the PC jail cell door. Jail cell: Leave the Cell: No Magic/Transport room --> No Transport room ----> No transport room ---->No transport room ----> Finally a transport room! Overpowered? ======================================== Nerina, Empire, and Krychire seem underpowered compared to this. Extremely. It needs to be wimped. Addition: Notice the bounty hunters I spawn, had I been anything but a hellion with intimidate, I'd be boned. |
Author: | Teh_Peso [ Fri Aug 01, 2008 6:51 am ] |
Post subject: | |
Oh, and once more, this wasn't Algorab, it was Alshain. |
Author: | RoguesDoItFromBehind [ Fri Aug 01, 2008 7:12 am ] |
Post subject: | |
Try comparing steps from the entrance gate, or nearest gate anchor, to the jail itself. Things balance out way more quickly. That whole steps to leave to recall thing is pointless. The way'll be clear if you've not tried to twink the system around. The only place that has less steps from gate to jail is Nerina. Technically you have a chance to encounter more guards in every other city for a breakout other than Nerina. You also talk about the key not being on the judge being a bad thing. Gorvus is the easiest NPC to take out for the key. So, no, not really OP. |
Author: | Teh_Peso [ Fri Aug 01, 2008 7:16 am ] |
Post subject: | |
Also, Menegroth is less steps from above the city to the jail. |
Author: | furyofthen00b [ Fri Aug 01, 2008 7:23 am ] |
Post subject: | |
Intimidate ![]() |
Author: | RoguesDoItFromBehind [ Fri Aug 01, 2008 7:25 am ] |
Post subject: | |
The intimidate echoed on the last one. Not on the others. I was just curious if it was that or not. |
Author: | Teh_Peso [ Fri Aug 01, 2008 7:35 am ] |
Post subject: | |
1.) they have a 1-2 second attack responce time, but they do follow. 2.) You aren't gating to the judge inside Exile, he doesnt hold the key, you are gating outside of a room thats full of guards and one of them has the key, the one happens to be ableb to spawn more and more as time goes on. Fighting a handful of NPCs that spam holy word/sof/bog that you spawn at least 3-4 when you are not alone is rough, until you get to the no magic rooms. |
Author: | Teh_Peso [ Fri Aug 01, 2008 8:01 am ] |
Post subject: | |
I've been requested to spice this up some, I'm not just out to wimp Taslamar, if it can be done, yey, if it can't, I believe other jails should be equally hard to get to. |
Author: | alvarro [ Fri Aug 01, 2008 8:03 am ] |
Post subject: | |
Hmm... i'm starting to get a little annoyed of this levelling of everything. First it was symbols, then cabals, tribunals, jails.. everything has to be the same. Reeks of pk-only mud. |
Author: | Teh_Peso [ Fri Aug 01, 2008 8:13 am ] |
Post subject: | |
Because non-PKers use jail alot? I don't care if they are the same, they can be uniquly hard. I'm just going to stop, and build my own jail for the moot. |
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