Voids on 01/08/2011 03:23 PM CST
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Just had a curious death. I am assuming there was a void in the room next to this, but I didn't see one running through. I had injured the ancient vaespilon but was interupted so I moved away a couple rooms to circle back around. A n'ecare came in just as I killed the vaespilon and was also hit but with a great deal less lethality than Olgre.

So voids can kill you from a room away just as if they had been cast right at you?

>The corridor is narrow. Very little light filters in to illuminate your path. Your feet splash with each footstep. A low pulsing sound fills your ears. >You also see a lost soul.
>Obvious paths: north, southeast, west
>se[The Rift]
>The walls are a deep red color, pulsating and constricting. At times you wonder if they will crush you, but you are only soundly squeezed between them as >they contract and release, over and over.
>Obvious exits: east, southwest, northwest
>
>Tha-thump.

>A vaespilon drags herself in!
>pee eYou peer east and see ...

>[The Rift]
>Grey-green worms tunnel in and out of the crimson walls of the chamber. The walls squeeze in on you, in predictable rhythm. You also see an ancient >vaespilon (prone).
>Obvious paths: east, southwest, northwest
>e[The Rift]
>Grey-green worms tunnel in and out of the crimson walls of the chamber. The walls squeeze in on you, in predictable rhythm. You also see an ancient >vaespilon (prone).
>Obvious paths: east, southwest, northwest
>An ancient vaespilon slowly rises to her feet.
>stance offensivewtr feint You are now in an offensive stance.
>[Roll result: 130 (open d100: 20) Penalties: 3]
>You feint to the right, the vaespilon buys the ruse and twists awkwardly to block the blow that never came!
>Roundtime: 3 sec.
>look[The Rift]
>Grey-green worms tunnel in and out of the crimson walls of the chamber. The walls squeeze in on you, in predictable rhythm. You also see an ancient >vaespilon.
>Obvious paths: east, southwest, northwest
>A n'ecare pads in silently!
>attaYou swing a bone-hilted vultite greatsword at an ancient vaespilon!
> AS: +468 vs DS: +295 with AvD: +41 + d100 roll: +59 = +273
> ... and hit for 127 points of damage!
> Crossing slash to chest catches the vaespilon's attention!

>[You have completed this portion of your Adventurer's Guild task.]
>You hear a sound like a weeping child as a white glow separates itself from the vaespilon's body as it rises, disappearing into the heavens.
>The vaespilon falls to the ground motionless.
>The very powerful look leaves an ancient vaespilon.
>The white light leaves an ancient vaespilon.
>An ancient vaespilon glances around, looking a bit less confident.
>The deep blue glow leaves an ancient vaespilon.
>The tingling sensation and sense of security leaves an ancient vaespilon.
>The brilliant luminescence fades from around an ancient vaespilon.
>The bright luminescence fades from around an ancient vaespilon.
>The powerful look leaves an ancient vaespilon.
>The light blue glow leaves an ancient vaespilon.
>Roundtime: 5 sec.
>
>Tha-thump.

>stance defensive...wait 1 seconds.
>stance defensive...wait 1 seconds.
>stance defensiveThe air begins to thin rapidly.
>Air is sucked away from a n'ecare!
> Shock wave of air slams a n'ecare into the ground!
> +44 Hits.

>Air is sucked away from you!
> Rather abrupt decompression causes you to explode!
> Billions and billions of tiny bits of flesh shower everything.
> Quite severely dead.

> * Olgretien has been vaporized!

>The layer of protection fades away.

>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 26 mins...
>A n'ecare stands up slowly.
>stance defensiveYou are a ghost! You must wait until someone resurrects you, or you decay. Either way, it won't be long now! (HELP for more details).
>You are a ghost! You must wait until someone resurrects you, or you decay. Either way, it won't be long now! (HELP for more details).
>stance defensiveYou are a ghost! You must wait until someone resurrects you, or you decay. Either way, it won't be long now! (HELP for more details).
> * The death cry of Olgretien echoes in your mind!
>A n'ecare grumbles quietly as he limps in!
>Suddenly you have the strangest feeling that you are being watched.
>The feeling fades as quickly as it came.
>
>Tha-thump.

>A n'ecare grumbles quietly as he limps east.
>Air begins to rush in violently.
>Air slams into a n'ecare.
> Strike to the n'ecare's leg knocks it down!
> +8 Hits.

>A lost soul floats in!
>A n'ecare stands up slowly.
>A n'ecare grumbles quietly as he limps east.
>
>Tha-thump.

>All the malice and magic that once held the vaespilon together dissipates, leaving nothing but a husk which crumbles to dust.
>A lost soul floats southwest.

Olgre's Pea Brain
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Re: Voids on 01/08/2011 04:35 PM CST
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You didn't get a trip back to town with that either?

That's weird

-Keleborrn.
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Re: Voids on 01/08/2011 07:23 PM CST
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Yep, they sure can! Any adjoining room with a void can cause you the same havoc as if you were in the room with the open void. It (usually?) isn't as devastating as being in the same room, but bad luck can hit anyone.

And I don't believe that while in the Rift any of the open voids will take you back to Icemule, although it's been some time since I've experienced it. One cast directly at you, of course, will. But not the open ones.

And an even bigger problem -- open voids can move. So while you may not have thought one was there in an adjoining room, and given the layout of Plane 5 in particular, voids can seem to appear at random.

Doug
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Re: Voids on 01/08/2011 08:25 PM CST
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Planes five and four as well as the scatter don't have the roaming voids like planes one through three. The voids on plane five have to be cast by a vaespilon and don't move around as far as I know.

And as Doug said he didn't get the free trip because it wasn't a direct cast.
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Re: Voids on 01/09/2011 10:44 AM CST
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Thanks for the confirmation, I had rarely even seen a void on 5 and usually left quickly as I suspected they were vaesp cast and might be nastier than the roamers on 1 to 3.

And now I know it to be true!! O.o

> Strike to the n'ecare's leg knocks it down!
> +8 Hits.

>A lost soul floats in!
>A n'ecare stands up slowly.
>A n'ecare grumbles quietly as he limps east.

What's he grumblin' about!?!?!

Olgre's pea brain
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Re: Voids on 01/09/2011 03:38 PM CST
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If a critter preps spell 720 and there is a target in the room when the critter is ready to cast, then the critter will cast the focused version of spell 720. But if the target moves before the critter casts, then the critter will cast the open version. That's been my observation for vaespilons and sentries.
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