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Fixed: Traveling wagon, should be like coaches

Posted: Sat Jul 15, 2017 4:17 pm
by Cil
* R HP:Hurt MV:Winded > e
In the Groves of Yandar
[ obvious exits: E S W ]
There are some bloody traces of a human leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of a ridden mount leaving west.
There are some tracks of an animal leaving east.
A large brightly painted merchant's wagon has stopped here.
A wild stallion bucks madly, being ridden by you.
A long-eared rabbit is here, looking quite sick.
A travel weary man sits casually atop a wagon.
A squirrel is here, chittering.
A young Morat'torm has arrived from the west.
Conall has arrived from the west, riding a wild stallion.

* R HP:Hurt MV:Winded > say he's in wagon
You drawl 'he's in wagon'

* R HP:Hurt MV:Winded > sni
You snicker softly.

Re: Traveling wagon, should be like coaches

Posted: Sat Jul 15, 2017 8:43 pm
by Chiron
Wizkill mobs are poor and non-WoTish. Recommend make Jeraias killable, whereas any PC and mob in wagon get teleported/moved to outside room.

Reasonable seeking refuge in a wagon with mobs. Unreasonable they are unreachable.

Actually raises question of seeking protection in clan rooms. Make dead clan door guards unlock clan room doors?

This would align with "no truly safe place" on the mud.