Road near Cormyr

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Ceara
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Road near Cormyr

Post by Ceara » Wed Sep 14, 2016 2:44 pm

Hi,

So.. This morning I brought on an old character and tried to find my way from Westgate to Zhentil keep. I was walking around a town. I stayed on the High road and did not go to the ? on the map. When suddenly I seemed to get sucked into the town itself (teleported) and then was ambushed by 4 purple dragon knights. Unable to flee (I was blocked from fleeing), I died.

Finding my corpse was also quite difficult for other players to rescue, as I was teleported and they could not reach me.
Fortunately an Immortal and a nice PC helped me out, but the events that lead up to her death were definitely unexpected.

My suggestion is that either:
A) you can go around it on the road without getting sucked inside. Have an entrance you need to specifically type in or something to that effect. OR
B) Allow the first entry space to be no mob so that if you didn't intend to walk in there, you can still get back onto the road without dying. OR
C) Make it possible for the person to flee outside the area.

Thank you. Sincerely Ceara's Player
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Harroghty
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Re: Road near Cormyr

Post by Harroghty » Wed Sep 14, 2016 3:21 pm

Hi, Ceara: I'm sorry that caught you off guard. Those patrols are meant to deter casual strolling through Cormyr by monsters and outlaws; they represent the constant patrolling of Purple Dragons who would intercept outlaws within the borders and therefore are a risk on the Cormyrean roads.

The High Road is within Cormyr's borders. There are ? located on the various roads to delimit Cormyr and spaces between those points are fair game for danger.
  • The Bridge of Fallen Men on the High Road (located at the intersection of the High Road and the Tun River, just west of the Storm Horns)
    The Mootpost on the Moonsea Ride (on the Moonsea Ride beside the Stonelands and SW of Tilverton which, when in game, will be the new border)
    The Custom's Office at Battlerise on the Way of the Manticore (intersection of the Way of the Manticore and the Darkflow River, just south of the Vast Swamp)
    The Border Outpost on the East Way (just west of Thunder Gap on the East Way between the Hullack Forest)
The ambush does move you to a different room (it would move any others who trip the criteria also - outlaws, monsters, and some demihumans like drow) to prevent bystanders from being sucked in, but your corpse is automatically deposited back onto the road if you are killed. That is what happened in this case according to logs - even if an immortal mentioned it to you, it happened automatically without their involvement.

Flee is not blocked, but it is intercepted to impose a lesser chance of success.
"A man may die yet still endure if his work enters the greater work, for time is carried upon a current of forgotten deeds, and events of great moment are but the culmination of a single carefully placed thought." - Chime of Eons
Vaemar
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Re: Road near Cormyr

Post by Vaemar » Wed Sep 14, 2016 3:24 pm

Hmm, there may be a bug then, because I went there with a pair of alts who could have a reason to *casually* be around there, and there was no corpse.

I am certain I have checked the room she was teleported away from and the surrounding ones on the road.
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Harroghty
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Re: Road near Cormyr

Post by Harroghty » Wed Sep 14, 2016 3:27 pm

The corpse is not dropped at the exact spot of the ambush because then I would need to code a QBIT corresponding to every road in Cormyr. So, for the sake of ease, there are some common spots on the roads where it is dropped.

I suppose that I could try to make it correspond a little more closely, maybe four or five QBITs for general sections, but that would take some tinkering.
"A man may die yet still endure if his work enters the greater work, for time is carried upon a current of forgotten deeds, and events of great moment are but the culmination of a single carefully placed thought." - Chime of Eons
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