Unattended mounts and roleplay

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Casamir
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Unattended mounts and roleplay

Post by Casamir » Mon Sep 02, 2013 2:41 am

I know with the helpfiles it advises roleplay before killing a mount, which generally would mean with the owner in question. But I have also seen a trend of leaving mounts, horses no less, in the hostility of the underdark wilds unattended. Would a roleplay of noticing such a weak and easy target on several separate occasions, and then dispatching it accordingly count, or should it just be ignored because there is no clear owner to interact with?
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Re: Unattended mounts and roleplay

Post by Gwain » Mon Sep 02, 2013 2:46 am

I'm of the opinion that the only mounts that should be free of harassment or even culling in the underdark if found unattended should be mithril hall, blidgenstone and Underdark mounts. Everything else is walking meat.
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Re: Unattended mounts and roleplay

Post by Rhangalas » Tue Sep 03, 2013 8:54 pm

Horses... in the Underdark? Yeah, they shouldn't even be down there. I'm all for killing them, because the only reason I can think of to bring a horse is for surface dwellers to avoid the high stamina cost of travelling on foot and that is a clear cut case of abuse. If it were a riding lizard, spider, or bat - sure. But horses? Nah.
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Re: Unattended mounts and roleplay

Post by Harroghty » Wed Sep 04, 2013 12:25 am

There are two things to remember:
  • We all will sometimes be as OOC as other players will allow us to be
  • We all are here trying to have fun
I mean that you absolutely should hazard someone else's mount if you find it in an inappropriate place, but you should still follow the rules and try to keep it fun for all parties involved.
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Re: Unattended mounts and roleplay

Post by Orplar » Fri Sep 06, 2013 10:14 pm

Why is a horse so out of place? I mean, at first thought, yea it doesn't seem right. But dwarves use ponies and mules to pull carts in the mines if needed. Theres underdark cows (rothe?) the only quadraped mounts down there would be lizards? I think if theres a reasonable way, an opening large enough, a horse or what have you could get led into the UD. I don't think it would wander down there on its own.


If they are left unattended, surface or otherwise, hassle all you like imo, but keep to the rules as stated in the helpfiles as far as PKing goes.
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Re: Unattended mounts and roleplay

Post by Rhangalas » Fri Sep 06, 2013 11:16 pm

The dwarven draft mules are a breed of their own and have been trained. The various wildlife in the Underdark have adapted to the environment. Also, a dwarven cut mine tunnel is far less treacherous than the wilds of the Underdark. A surface horse definitely wouldn't be able to navigate most of it and those dwarven mules would be hard pressed to do it.

Maybe there should be a mount shop in Skullport that isn't guild locked, so those that manage to foot it there can then buy a mount to use when spelunking in the Underdark.
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Re: Unattended mounts and roleplay

Post by Harroghty » Sat Sep 07, 2013 12:36 pm

Here is a passage from Drizzt Do'Urden's Guide to the Underdark that might be helpful.
Page 9 wrote:Above ground, vegetation, rivers, bodies of water, and mountain peaks slow travel. The Underdark has these and more uniquely subterranean impediments. Passages twist and turn, rarely in a constant direction or on a level floor. Tunnels vary in height and width, sometimes shrinking down to a crack or widening into great grottoes. Rivers and lakes can fill entire caverns. Vast patches of deadly plants and fungi block miles of passages. Because of these impediments, sometimes a direct route between here and there simply does not exist.

In the Underdark, a traveler must prepare for all sorts of three-dimensional terrain. Climbing on slick, brittle, and sharp rock faces requires reliable aid. Underdark explorers need great skill in rock climbing or, even better, the ability to levitate or fly. Pack animals must navigate such terrain as well. While surface-dwelling dwarves sometimes use mules, most major Underdark races employ riding lizards, steeders, or subterranean lizards in lieu of horses, oxen, and wagons.

Rivers and subterranean lakes are rarer obstacles, but often serve as the most efficient means of travel. Many deep delvers ferry small boats into the tunnels below or build them from giant mushrooms. Magical treasures such as folding boats are highly prized. The lack of wind usually makes sailing craft useless, so most vessels are rowed or towed by aquatic draft animals. Often a cavern ceiling dips below the water’s surface, requiring the explorer to creatively navigate the cold, dark waters.
Boyd, Eric L. Drizzt Do'Urden's Guide to the Underdark. Kenton: Wizards of the Coast, 1999.
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