I am a returning player after being gone from the game since 1999. Yesterday I added premium to my account and today I went to explore zephyer hall. As I made my way there the following happened:
[A Quiet Path]
A stray breeze trails through from the north, carrying with it the scent of lavender and, oddly, grilled rolton. Though many might ponder this strange combination of fragrances, the truly remarkable aspect of this quiet path lies in the regal beauty of the ancient trees whose branches reach out overhead, offering welcome to all who pass. You also see a grey stone walkway and a roped-off clearing.
Obvious paths: north, south
>go path
[Zephyr Hall, Entry Garden]
Nearly spilling over their knee-high granite borders, beds of colorful flowers of myriad varieties line a cobblestone pathway leading to a pair of rustic ironwood doors, the entrance to a large, granite-faced lodge. The lodge's upper floors of massive, rough-hewn oak logs sport small balconies backed by large sheets of glass. Hedges of laurel and boxwood march across the building's front. Their branches, while not blocking the views from any windows, have an air of wildness about them.
Obvious paths: none
You feel light-headed as a blood red teardrop-etched scarab draws the blood violently from your body!
S>n
You are still stunned.
S>go door
[Zephyr Hall, Common Room]
Highly polished wood floors are covered with woven wool rugs, providing splashes of color in the large, chandelier-lit foyer. A burled maple doorway resides in the eastern wall, and a sweeping grand staircase leads to the second floor. In the opposite corner, a dimly lit hallway leads to the interior of the lodge. Several burnished leather sofas and chairs, facing a low stone hearth, invite rest, while a a wide gold-chased table is placed between them. Beside the entry doors a small golden depository sits against the darkly paneled wall.
Obvious exits: none
You feel light-headed as a blood red teardrop-etched scarab draws the blood violently from your body!
You feel light-headed as a blood red teardrop-etched scarab draws the blood violently from your body!
It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...
You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.
...departing in 14 mins...
DEAD>
I have to say that this is a pretty rude greeting to someone making their first visit to the premium hall. Is this kind of thing expected at the premium halls? Has anyone else seen this? Should I just avoid the premium halls?
death in zephyr hall? on 08/09/2013 06:33 AM CDT
Re: death in zephyr hall? on 08/09/2013 07:02 AM CDT
>I have to say that this is a pretty rude greeting to someone making their first visit to the premium hall. Is this kind of thing expected at the premium halls? Has anyone else seen this? Should I just avoid the premium halls?
>You feel light-headed as a blood red teardrop-etched scarab draws the blood violently from your body!
you don't show the point where the scarab embedded itself into you. Zephyr hall had nothing to do with it
Re: death in zephyr hall? on 08/09/2013 07:14 AM CDT
You are correct, I missed it. It looks like it happened at the north gate just before I went up the path.
[Wehnimer's, Outside Gate]
Citizens, merchants and assorted dregs of society jostle against you before the great wooden gates of Wehnimer's Landing. Harried guards and militiamen try to keep the chaos to a minimum, but it is hard to keep track of those entering, let alone leaving, this large trading post. A dirt path encircling the wooden palisade of the town leads east and southwest. Nailed prominently to the wooden wall beside the gate is a sign you really should read. You also see a blood red teardrop-etched scarab, a Wayside Inn and a tall wooden archery tower.
Obvious paths: north, east, southwest, northwest
Quicker than the eye can follow, a blood red teardrop-etched scarab suddenly darts forward and lauches itself at you!
A blood red teardrop-etched scarab clamps its tiny mandibles onto your right leg!
>n
Being just fresh back in the lands, is an attack from a scarab like this common?
[Wehnimer's, Outside Gate]
Citizens, merchants and assorted dregs of society jostle against you before the great wooden gates of Wehnimer's Landing. Harried guards and militiamen try to keep the chaos to a minimum, but it is hard to keep track of those entering, let alone leaving, this large trading post. A dirt path encircling the wooden palisade of the town leads east and southwest. Nailed prominently to the wooden wall beside the gate is a sign you really should read. You also see a blood red teardrop-etched scarab, a Wayside Inn and a tall wooden archery tower.
Obvious paths: north, east, southwest, northwest
Quicker than the eye can follow, a blood red teardrop-etched scarab suddenly darts forward and lauches itself at you!
A blood red teardrop-etched scarab clamps its tiny mandibles onto your right leg!
>n
Being just fresh back in the lands, is an attack from a scarab like this common?
Re: death in zephyr hall? on 08/09/2013 08:02 AM CDT
>>Being just fresh back in the lands, is an attack from a scarab like this common?
Not really. That scarab is an activated trap from a box. This experience was probably one in a million.
Something we didn't have in 1999 as consistently as we do now is the ability to PEER into another area. Had you known the scarab was loose, but were unsure where it was, you could PEER N from the previous room and you would have seen it there, and known to wait.
Good to see you back after a decade! Hope to see you around.
Doug
Not really. That scarab is an activated trap from a box. This experience was probably one in a million.
Something we didn't have in 1999 as consistently as we do now is the ability to PEER into another area. Had you known the scarab was loose, but were unsure where it was, you could PEER N from the previous room and you would have seen it there, and known to wait.
Good to see you back after a decade! Hope to see you around.
Doug
Re: death in zephyr hall? on 08/09/2013 08:04 AM CDT
Somebody disarmed a trap, failed, and the scarab dropped to the ground (I don't recall if it drops when it fails, or when you pick the lock with the scarab still active; one way or the other, a so-called "live" scarab drops into the room).
You happened to have the extremely bad luck to walk through just as it was looking around for a target, then moved on before anyone in the room could fix it for you. (There's a couple of spells that can be cast at someone with a scarab, to kill it.)
You happened to have the extremely bad luck to walk through just as it was looking around for a target, then moved on before anyone in the room could fix it for you. (There's a couple of spells that can be cast at someone with a scarab, to kill it.)
Re: death in zephyr hall? on 08/09/2013 10:41 AM CDT
Yikes!
And no, Premium Halls are not known to cause scarab attacks. You just had extremely bad timing to walk through that other room and get bit!
It's a dangerous world we live in, that Elanthia. You never know how you might die! ;)
Welcome to Premium, nevertheless! Zephyr Hall is a very nice place when you're not being slowly eaten from the inside. :)
~Just Jainna
And no, Premium Halls are not known to cause scarab attacks. You just had extremely bad timing to walk through that other room and get bit!
It's a dangerous world we live in, that Elanthia. You never know how you might die! ;)
Welcome to Premium, nevertheless! Zephyr Hall is a very nice place when you're not being slowly eaten from the inside. :)
~Just Jainna
Re: death in zephyr hall? on 08/09/2013 11:16 AM CDT
That scarab will always try to kill the activator first. Some will go after other people later, but they always go for whoever triggered the trap first.
A live scarab on the loose is pretty unusual, but if there is a live scarab on the loose in the Landing, thats a pretty likely room for it to be in.
Scarabs start out as magical gems that are placed in locks as a trap. They require two successful disarm attempts, the first of which removes them from the lock into the wider world, and the second of which permanently prevents them transforming into a critter that eats you.
Fumbling either attempt results in the gem turning into a critter and attacking the fumbler. Different types of scarabs attack in different ways. The blood red is mid range in nastiness.
After successfully eating the fumbler, the blood red scarab will seek another target and vanish from the game if it doesn't find one soon. Other scarabs have other behaviours. Some will only make the initial attack and then vanish. Some will make the initial attack and then go and hide back in the lock they came from. The blood red and the onyx scarab go looking for more victims.
GMs are also known to have released scarabs directly into the world from time to time for their own purposes but players get them from trapped boxes. If there's more than one at a time its probably a GM up to something rather than a players fumbling traps.
A live scarab on the loose is pretty unusual, but if there is a live scarab on the loose in the Landing, thats a pretty likely room for it to be in.
Scarabs start out as magical gems that are placed in locks as a trap. They require two successful disarm attempts, the first of which removes them from the lock into the wider world, and the second of which permanently prevents them transforming into a critter that eats you.
Fumbling either attempt results in the gem turning into a critter and attacking the fumbler. Different types of scarabs attack in different ways. The blood red is mid range in nastiness.
After successfully eating the fumbler, the blood red scarab will seek another target and vanish from the game if it doesn't find one soon. Other scarabs have other behaviours. Some will only make the initial attack and then vanish. Some will make the initial attack and then go and hide back in the lock they came from. The blood red and the onyx scarab go looking for more victims.
GMs are also known to have released scarabs directly into the world from time to time for their own purposes but players get them from trapped boxes. If there's more than one at a time its probably a GM up to something rather than a players fumbling traps.