Lagduf spamming dt to avoid pkdeath
posted by Eder
2002-08-27 19:11:23
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We had orc inside OF, gate was perma blocked. We had orc after some fight low an

Scroll buffer wasnt that big to get whole fight, but i think it started when orc was hurt or so,
was hunting the orc with my char Eder. The only exit Gate was perma blocked.
Read Log and judge yourself ...

* CW Mana:Burning>e
The Great Hall
This is the north east part of the large hall. There are piles of dust and old
cobwebs on the floor, and you feel very small as you walk through the dark
halls of the Arthedain kings.
Exits: south, west.
Gruumph has arrived from the south.

* CW Mana:Burning>kill *orc*

Gruumph leaves west.

* CW Mana:Burning>They aren't here.

* CW Mana:Burning>w
kill *orc*
The Great Hall
An enormous hall stretches to the south and the east. This was once the great
banquet hall of the kings of Arthedain, told to have been one of the finest
places ever built by men in Eriador. There is not much to remind you of its
greatness left. The hall lies shrouded in darkness, and the thick air makes it
heavy to breathe. West of here, you see a small, winding staircase making its
way up into some kind of tower. A black hole in the north wall forms the
entrance to a very dark and spooky tunnel.
Gruumph, wielding an engraved warhammer, is standing here.
Exits: north, east, south, up.

* CW Mana:Burning>They aren't here.

* CW Mana:Burning>s
The Great Hall
The south west corner of the hall lies in complete darkness, but you can make
out some kind of tunnel or passage leading south of here. It certainly doesn't
look very inviting. A broken stone table lies on the floor, covered with ugly
marks made by foul orcs long ago.
A short spear is lying on the ground.
A short spear is lying on the ground.
Exits: north, east, south.
You suddenly notice *an Orc*.

* CW Mana:Burning>
Dwali narrates 'any spare iron ring or fine grey cloak'
*an Orc* leaves east.

* CW Mana:Burning>kill *orc*
They aren't here.

* CW Mana:Burning>e
kill *orc*
The Great Hall
You have entered the impressive halls of the old kings. Once, great feasts
were held here, but now, there is nothing that seems joyous about it. Where
once great chandeliers lit the halls, tables now lie broken on the floor. The 
hall continues to the north and the west. A wide staircase leads down to the
east, to the gate of the citadel.
A skeleton of some humanoid lies in the dust.
Exits: north, west, down.

* CW Mana:Burning>They aren't here.

* CW Mana:Burning>d
Behind the Gate
A small room lies here, just behind the gate of the castles' main building.
You can go back outside to the east or up a wide stone stair to the west.
Stretching over twenty yards from the north to the south, this is truly a
hallway worthy of a king.
A scimitar has been left here.
Gomtuu the Man (go), wielding a longsword, is standing here.
Exits: [east], up.

* CW Mana:Burning>kill *orc*
They aren't here.

* CW Mana:Burning>ff
flush q
You begin to search ...

u
You didn't find anyone.

* CW Mana:Burning>The Great Hall
You have entered the impressive halls of the old kings. Once, great feasts
were held here, but now, there is nothing that seems joyous about it. Where
once great chandeliers lit the halls, tables now lie broken on the floor. The 
hall continues to the north and the west. A wide staircase leads down to the
east, to the gate of the citadel.
A skeleton of some humanoid lies in the dust.
Exits: north, west, down.

* CW Mana:Burning>n
The Great Hall
This is the north east part of the large hall. There are piles of dust and old
cobwebs on the floor, and you feel very small as you walk through the dark
halls of the Arthedain kings.
Exits: south, west.

* CW Mana:Burning>w
The Great Hall
An enormous hall stretches to the south and the east. This was once the great
banquet hall of the kings of Arthedain, told to have been one of the finest
places ever built by men in Eriador. There is not much to remind you of its
greatness left. The hall lies shrouded in darkness, and the thick air makes it
heavy to breathe. West of here, you see a small, winding staircase making its
way up into some kind of tower. A black hole in the north wall forms the
entrance to a very dark and spooky tunnel.
Gruumph, wielding an engraved warhammer, is standing here.
Exits: north, east, south, up.
You suddenly notice *an Orc*.
						1x in DT ! it seems okay, since could have typoed
* CW Mana:Burning>
*an Orc* comes back, cringing in terror !
*an Orc* leaves north.

* CW Mana:Burning>kill *orc*
They aren't here.

* CW Mana:Burning>kill *orc*

Gruumph leaves east.

* CW Mana:Burning>They aren't here.

* CW Mana:Burning>kill *orc*
They aren't here.

* CW Mana:Burning>
You suddenly notice *an Orc*.
Zina has arrived from above.			2x going in dt
*an Orc* comes back, cringing in terror !
*an Orc* leaves north.

* CW Mana:Burning>
Zina leaves south.

* CW Mana:Burning>kill *orc*
They aren't here.

* CW Mana:Burning>kill *orc*
They aren't here.

* CW Mana:Burning>kill *orc*
*an Orc* comes back, cringing in terror !
Zina has arrived from the south.

* CW Mana:Burning>
You try to cleave *an Orc*, but he parries successfully.
You swiftly dodge *an Orc*'s attempt to pierce you.

* CW Mana:Burning *an Orc*:Hurt>kill *orc*

*an Orc* panics, and attempts to flee.

* CW Mana:Burning *an Orc*:Hurt>
You're already fighting!

* CW Mana:Burning *an Orc*:Hurt>kill *orc*
You're already fighting!

* CW Mana:Burning *an Orc*:Hurt>kill *orc*

Zina slashes *an Orc*'s right leg very hard.
*an Orc* panics, and attempts to flee.
*an Orc* leaves east.

* CW Mana:Burning>They aren't here.

* CW Mana:Burning>kill *orc*
e
They aren't here.

* CW Mana:Burning>kill *orc*
The Great Hall
This is the north east part of the large hall. There are piles of dust and old
cobwebs on the floor, and you feel very small as you walk through the dark
halls of the Arthedain kings.
Gruumph, wielding an engraved warhammer, is standing here.
*an Orc*, wielding a black runed dagger, is standing here.
Exits: south, west.
Zina has arrived from the west.

* CW Mana:Burning>
You approach *an Orc*, trying to cleave him.
Zina approaches *an Orc*, trying to slash him.

* CW Mana:Burning *an Orc*:Hurt>
Zina begins some strange incantations...
*an Orc* panics, and attempts to flee.
*an Orc* leaves south.

* CW Mana:Burning>kill *orc*
s
They aren't here.

* CW Mana:Burning>kill *orc*
The Great Hall
You have entered the impressive halls of the old kings. Once, great feasts
were held here, but now, there is nothing that seems joyous about it. Where
once great chandeliers lit the halls, tables now lie broken on the floor. The 
hall continues to the north and the west. A wide staircase leads down to the
east, to the gate of the citadel.
A skeleton of some humanoid lies in the dust.
Gomtuu the Man (go), wielding a longsword, is standing here.
Exits: north, west, down.
Gomtuu leaves down.
Zina has arrived from the north.

* CW Mana:Burning>w
They aren't here.

* CW Mana:Burning>kill *orc*
The Great Hall
The south west corner of the hall lies in complete darkness, but you can make
out some kind of tunnel or passage leading south of here. It certainly doesn't
look very inviting. A broken stone table lies on the floor, covered with ugly
marks made by foul orcs long ago.
A short spear is lying on the ground.
A short spear is lying on the ground.
Exits: north, east, south.

* CW Mana:Burning>They aren't here.

* CW Mana:Burning>n

Zina has arrived from the east.

* CW Mana:Burning>The Great Hall
An enormous hall stretches to the south and the east. This was once the great
banquet hall of the kings of Arthedain, told to have been one of the finest
places ever built by men in Eriador. There is not much to remind you of its
greatness left. The hall lies shrouded in darkness, and the thick air makes it
heavy to breathe. West of here, you see a small, winding staircase making its
way up into some kind of tower. A black hole in the north wall forms the
entrance to a very dark and spooky tunnel.
Exits: north, east, south, up.

* CW Mana:Burning>u
The Winding Staircase
The wide staircase leads you up, into a tower in the north-west side of the
castle. Looking back down, you see the beginning of the great hall, but you
can see nothing of what lies ahead of you as you gaze into the darkness of the
stairs to the south.
A morningstar is on the ground.
Exits: south, down.

* CW Mana:Burning>ff
flush q
You begin to search ...


* CW Mana:Burning>d
The Great Hall
An enormous hall stretches to the south and the east. This was once the great
banquet hall of the kings of Arthedain, told to have been one of the finest
places ever built by men in Eriador. There is not much to remind you of its
greatness left. The hall lies shrouded in darkness, and the thick air makes it
heavy to breathe. West of here, you see a small, winding staircase making its
way up into some kind of tower. A black hole in the north wall forms the
entrance to a very dark and spooky tunnel.
Exits: north, east, south, up.
You suddenly notice *an Orc*.
*an Orc* leaves up.

* CW Mana:Burning>kill *orc*
They aren't here.

* CW Mana:Burning>u
The Winding Staircase
The wide staircase leads you up, into a tower in the north-west side of the
castle. Looking back down, you see the beginning of the great hall, but you
can see nothing of what lies ahead of you as you gaze into the darkness of the
stairs to the south.
A morningstar is on the ground.
Exits: south, down.

* CW Mana:Burning>s
e
The Winding Staircase
Still climbing upwards, progress is very hard. The staircase takes you in a
spiral up the circular tower. 
You can go either down, to the north, or up to
the east.
Exits: north, east.

* CW Mana:Burning>The Winding Staircase
The stairs slowly circle their way upwards in the tower to the north and
down to the west. A small window in the thick stone wall lets some fresh air
in here, and you see that the layer of dust is somewhat thinner ...
Exits: north, west.

* CW Mana:Burning>n
The End of the Winding Staircase
Looking up, you see that the staircase ends here, and leads out in some kind
of room above you. 
You cannot see anything of what the room contains, but a
thick layer of dust tells you that no one has walked here in many, many years.
Exits: south, up.

* CW Mana:Burning>u
The Large Hall in the Tower
You have reached the north-eastern corner of the large hall. A winding
staircase can take you back down to the more inviting safety below you. The
wind howls around the tower making you feel slightly frightened of entering
this large cobweb filled room.
Exits: south, west, down.

* CW Mana:Burning>s
w
n
The Large Hall in the Tower
You push disgusting thick cobwebs to the side and try to make your way forward
without falling on any hidden objects (or treasures?) on the floor. A rusty
iron door leads out onto an old balcony to the south. The dark hall continues
to the north and the west.
Exits: north, south, west.

* CW Mana:Burning>The Large Hall in the Tower
Cobwebs cling to everything in this room, and you feel yourself entangled by
their soft silk every time you move. The sticky strands seem to be stronger
than any normal spider's web however. Faint scuffling and an occasional louder
clattering can be heard from somewhere in the darkness nearby.
The corpse of a huge tarantula is lying here.
Exits: north, east.

* CW Mana:Burning>kill *orc*
The Large Hall in the Tower
This large hall is situated about half-way up the unusually well preserved
northwestern tower of the citadel. Large cobwebs hang across the walls, and
in each corner of this long since abandoned room, and an occasional strange
creaking noise can be heard, as if something were crossing the uneven wooden
floor behind you.
The corpse of a huge, poisonous spider is lying here.
*an Orc*, wielding a black runed dagger, is standing here trying to concentrate.
Exits: east, south.

* CW Mana:Burning>*an Orc* swiftly dodges your attempt to cleave him.

* CW Mana:Burning *an Orc*:Wounded>
*an Orc* panics, and attempts to flee.
*an Orc* leaves east.

* CW Mana:Burning>e
kill *orc*
The Large Hall in the Tower
You have reached the north-eastern corner of the large hall. A winding
staircase can take you back down to the more inviting safety below you. The
wind howls around the tower making you feel slightly frightened of entering
this large cobweb filled room.
*an Orc*, wielding a black runed dagger, is standing here trying to concentrate.
Exits: south, west, down.

* CW Mana:Burning>
You approach *an Orc*, trying to cleave him.

* CW Mana:Burning *an Orc*:Wounded>
*an Orc* panics, and attempts to flee.
*an Orc* leaves down.

* CW Mana:Burning>s
The Large Hall in the Tower
You push disgusting thick cobwebs to the side and try to make your way forward
without falling on any hidden objects (or treasures?) on the floor. A rusty
iron door leads out onto an old balcony to the south. The dark hall continues
to the north and the west.
Exits: north, south, west.

* CW Mana:Burning>n
d
The Large Hall in the Tower
You have reached the north-eastern corner of the large hall. A winding
staircase can take you back down to the more inviting safety below you. The
wind howls around the tower making you feel slightly frightened of entering
this large cobweb filled room.
Exits: south, west, down.

* CW Mana:Burning>The End of the Winding Staircase
Looking up, you see that the staircase ends here, and leads out in some kind
of room above you. 
You cannot see anything of what the room contains, but a
thick layer of dust tells you that no one has walked here in many, many years.
Exits: south, up.
You suddenly notice *an Orc*.

* CW Mana:Burning>kill *orc*
s
You approach *an Orc*, trying to cleave him.
You swiftly dodge *an Orc*'s attempt to pierce you.

* CW Mana:Burning *an Orc*:Wounded>No way! 
You are fighting for your life!
*an Orc* panics, and attempts to flee.
*an Orc* leaves south.

* CW Mana:Burning>kill *orc*
s
They aren't here.

* CW Mana:Burning>The Winding Staircase
The stairs slowly circle their way upwards in the tower to the north and
down to the west. A small window in the thick stone wall lets some fresh air
in here, and you see that the layer of dust is somewhat thinner ...
Exits: north, west.

* CW Mana:Burning>w
kill *orc*
The Winding Staircase
Still climbing upwards, progress is very hard. The staircase takes you in a
spiral up the circular tower. 
You can go either down, to the north, or up to
the east.
Exits: north, east.

* CW Mana:Burning>n
They aren't here.

* CW Mana:Burning>The Winding Staircase
The wide staircase leads you up, into a tower in the north-west side of the
castle. Looking back down, you see the beginning of the great hall, but you
can see nothing of what lies ahead of you as you gaze into the darkness of the
stairs to the south.
A morningstar is on the ground.
Exits: south, down.
You suddenly notice *an Orc*.
*an Orc* leaves down.

* CW Mana:Burning>kill *orc*
They aren't here.

* CW Mana:Burning>d
The Great Hall
An enormous hall stretches to the south and the east. This was once the great
banquet hall of the kings of Arthedain, told to have been one of the finest
places ever built by men in Eriador. There is not much to remind you of its
greatness left. The hall lies shrouded in darkness, and the thick air makes it
heavy to breathe. West of here, you see a small, winding staircase making its
way up into some kind of tower. A black hole in the north wall forms the
entrance to a very dark and spooky tunnel.
Exits: north, east, south, up.
You suddenly notice *an Orc*.

* CW Mana:Burning>
*an Orc* comes back, cringing in terror !		3x in dt now !!!!
*an Orc* leaves north.

* CW Mana:Burning>kill *orc*
Afield narrates 'well, my head entered flee monde when he hit me'
They aren't here.

The end is : after some OTHER spamming into dt-->he dt, we got no eqp, no wps, no exp etc...pls judge yourself
orc was Lagduf btw. since we got trophy 

Top of Page Down to last comment


nOoBie2002-08-27 19:15:13
doh! u playin' with room description? *cringe*
Lagduf2002-08-27 19:20:04
Eder forgot something he DTed in well known trap autotracking me :)
and another man with him just did also :)
Zorin2002-08-27 19:24:40
Just for the record: As long as you don't DT with looted or cursed EQ, it's perfectly legal to DT on purpose. It's annoying, but that's just the way it is.
tukanek2002-08-27 19:32:50
gig i didnt loooted anyone but Eder and one puke followed me into WELL known DT
read next log its long but the most fun is at the end
and its only half of the all log :)
it started at 17:30 or so GMT :)
Eder2002-08-27 19:48:14
u stupid shit, i typoed n since u went n and dt at first time,so dont fucking tell lies Lagduf!
Tukanek2002-08-27 19:51:32
why y typoed north at well known DT?
FĂ«agil2002-08-28 00:40:54
Well i haven't read the specific rules for a long time, but jumping off a cliff or similar to avoid being captured by orcs seems perfectly ok from the roleplay point of view to me...
Aschit2002-08-28 00:48:00
If you got trophy, then you got wps (if any were forthcoming).
Slade2002-08-28 08:30:14
Hell, I'd dt too if I had like 5 pukes running around trying to kill me while perma blocked in OF.
tukanek2002-08-28 08:35:53
to eder
When y actiontracking and fail save DT at first time y type n only once :)
although y could be tired from 1 hour long hunt and followed it manualy
tuk
Gomtuu2002-08-28 10:14:02
I know Eder very well, and i guess most darkies know him!
He plays for a very long time and he plays very good.
He don't need actiontracking as a wimp may call him to do because this wimp is just too low on skills to kill him or even escape!

Lagduf you know you were dead! But this way to end it is more than lame!
So you won't get a good fight anymore as a known dt-runner!
Tukanek he play2002-08-28 11:11:18
Tukanek2002-08-28 11:14:03
I've started mumeing 94 +), and i dont know who acted like total newbie there
Count 4 players in closed area cant get 1 orc scout :) I've killed some thieves
solo in open are and i think for Ostu and some other players i was very easy stuff :+)
Rayden2002-08-28 14:14:42
well.. at first, i think there was 4x dt message :p
gamon2002-08-28 17:42:27
there was a 4x dt
tukanek2002-08-29 12:33:44
Mail from Staer is clear
Theres nothing wroth with DTing :)
so shut up and dont foll me DT next time :)
Unknown2002-08-31 09:20:29
Your english sure hasn't gotten any better since 94, Tukanek!
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