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[Mobile]

Posted: Tue Jul 03, 2012 7:40 am
by Tarven
Trade Way
N-Plains E-Trade Way S-Plains W-Trade way
NE-Plains NW-Trade Way SE-Plains SW-Plains
This is one of the many roads that winds its way across the kingdoms.
It is mostly in good repair though you occasionally come across soft
spots in the road that could use some work.
The sky is cloudless and warm and a warm southerly breeze blows.
( 2) Some fur lies on the ground here. (perfect)
A bandit scalp lies here. (perfect)
A bandit wizard is here.
A merchant caravan guard is travelling along the road here.
Orcsnack, a sorrel mule is here mounted by you.
A bandit wizard begins to chant.
You attack a bandit wizard as he gets within your weapon's reach.
You score a critical hit!
Your pierce nearly bisects a bandit wizard's right arm.
A bandit wizard's severed right arm falls to the ground!
a bandit wizard is bleeding freely.
A bandit wizard gets distracted and stops chanting.
You weave out of the way of a bandit wizard's punch.
You attack a bandit wizard as he gets within your weapon's reach.
Your pierce tears a gaping wound into a bandit wizard's chest.
a bandit wizard is leaking heart-blood.
You weave out of the way of a bandit wizard's punch.
A merchant caravan guard joins the battle!
A merchant caravan guard's punches you violently in your chest.

On the trade road, near Misty Forest/Golden Oaks, just SW, where the road has a bend.

Re: [Mobile]

Posted: Tue Jul 03, 2012 9:15 am
by Harroghty
This is a long standing issue, and it is mostly resolved. A true neutral mobile (which is the caravan guard's alignment) is pretty much a toss up on who they will attack. From an in character perspective, I am not sure this is a problem (adventurers are probably only a little preferable to bandits); however, I have changed the guards' alignments to Lawful Neutral and this should be both IC and prevent them from attacking PCs.

Pending copyover.

Re: [Mobile]

Posted: Wed Jul 04, 2012 8:18 pm
by Tarven
Groovy, hope that works =D