Rogue Moongate double fatality move 06/03/2016 10:21 AM CDT
Opened a rogue gate and was killed, departed, returned to the place of my death and was killed again by the same rogue gate. Didn't bug it ingame because the bug input space is too small (and death).

Both times this killed me: A wave of wild teleportational energy erupts from the screaming gate and washes over you! The assault is maliciously short of complete obliteration, granting you a few seconds of awareness as your body is torn apart.

Log below:

>cast xibar
You gesture.
A brief wave of disorientation washes outward as reality itself tears wide open, forming a rogue Moongate tinged with screaming, razor-edged shadows.
You are stunned!
A voidspawn emerges from the screaming Moongate.
* A voidspawn claws at you. You beat off little of the claw with a platinum parry stick inlaid with bands of jade.
[You're very badly balanced with opponent dominating.]
>l
[Deobar Bower Gate, Esouvar Deriel]
A tall gate rises over a well-kept road. Ironwood trees gather in patches around the steep city walls, their dark forms casting shadows over the thin brush. The slender bows and branches that make the thick panels of the gateway into Leth curve and twist, their still-tender bark formed into a living arch by a lifesculptor's hand. You also see a voidspawn.
Obvious paths: southwest.
You feel fully rested.
>sw
* A voidspawn claws at you. You barely fail to block with targe. The claw lands a good strike to your abdomen.
[You're bruised, very badly balanced with opponent overwhelming you.]
You are still stunned.
>prep wd
You are still stunned.
>prep wd
You are still stunned.
>prep wd
You are still stunned.
>prep wd
You are still stunned.
>prep wd
You are still stunned.
>prep wd
You are still stunned.
>prep wd
You are still stunned.
>prep wd
You are still stunned.
* A voidspawn claws at you. You dodge.
[You're bruised, very badly balanced with opponent overwhelming you.]
>prep wd
You are still stunned.
>prep wd
The serpent earcuff coils, sensing your danger. Tiny fangs suddenly puncture your flesh, but the expected pain doesn't come. Instead, soothing warmth radiates outward from the bite, leaving you feeling a little better than before.
The serpent earcuff coils, sensing your danger. Tiny fangs suddenly puncture your flesh, but the expected pain doesn't come. Instead, soothing warmth radiates outward from the bite, leaving you feeling a little better than before.
You are still stunned.
>prep wd
You are still stunned.
>prep wd
You are still stunned.
>prep wd
You are still stunned.
>prep wd
You are still stunned.
>prep wd
You are still stunned.
>prep wd
A wave of wild teleportational energy erupts from the screaming gate and washes over you! The assault is maliciously short of complete obliteration, granting you a few seconds of awareness as your body is torn apart.

You feel yourself falling...
You feel like you're dying!

Your treasure map falls to the ground.

Your mental link with your moonbeam fades.
You feel the knowledge of the Protection from Evil and Divine Guidance spells slip from your mind.
Your death cry echoes in your brain as it quickly dawns on you that you have just died! Already, you feel the tug of eternity upon your soul and you struggle to remain tied to this world.

A chill takes the seat of your soul as your remaining spiritual strength bleeds away steadily. However, you are comforted that you have curried the favor of your god, which will greatly improve the course of your resurrection or reincarnation.

Your body will decay beyond its ability to hold your soul in 175 minutes.
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).
You hear a voidspawn breathing slowly.
>depart full
Your corpse crackles with flickering blue energies then fades away.

[The Starry Road]
You find yourself walking along a road like one you have never seen before. Spread out before you is a stream of light, paved with stars and bounded by every constellation and planet you had ever seen while a mortal, only now more vibrant and somehow alive.
Also in the room: The Starry Host
Obvious exits: north
>
You walk forward, putting one foot in front of the other, wandering closer to something which never seems nearer. Time, space and distance have no meaning in this place, leaving you feeling nothing but a strange peace tempered by a prickly feeling that your destiny is not yet finished.

After what seems an eternity, you reach a gate. Before you stands a stoney-faced being who gives you a gentle look before saying, "By the grace of the Immortals you venerate, your soul is spared from the Void. Do not squander their gift." With a swift movement of his hand you suddenly feel yourself pulled back to the land of the living.

Your vision goes black, your mind a blank! You slowly awaken to a jumble of soft spoken prayers, mixing together to form a soothing chant. You realize that if this were the end of the road it would not be so bad afterall. But as you open your eyes, your heart warms to know you are still alive.
[Kilth Aldiyaus, Prayer Branch]
Vaulted beams are carved into the grain of the wooden walls. Echoes of mumbled prayers and heartfelt supplications are amplified by the room's curvature. In the reverberating din, the names of all the deities mingle, then merge as one. A polished Sana'ati wood altar is surrounded by hooded figures kneeling on the bare floor.
Obvious exits: west.

>w
You can't do that while lying down.
>stand
>w
You stand back up.
You glide west.
[Kilth Aldiyaus, Atrium]
You are within the main temple of Leth Deriel, devoted to all the gods and goddesses of Elanthia, for each to worship in his or her own way. This atrium is in the heart of an old banyan tree that constantly sends out new shoots. It is hollow all the way to the top, allowing the air and light to filter down through green leaves, more radiant than any stained-glass cathedral window could ever be.
Obvious exits: east, west, out.
>out
You glide out.
[Leth Deriel, Aldiyaus Square]
Kilth Aldiyaus, Leth Deriel's main temple dedicated to all the gods and goddesses of Elanthia, is housed in the intersecting aerial roots and branches of an old banyan tree off the south side of the path here. The branches arcing to the ground form new saplings, and those too will do the same when they mature. The chambers of the temple are contained within the labyrinthian thickets of rooted limbs and limb-like roots, allowing communion with the elements and open air. You also see a tree hollow in the trunk of the old banyan tree and what looks like a path through the roots.
Obvious paths: northeast, southwest.
>sw
>sw
>sw
>sw
>sw
>sw
>sw
>sw
>sw
>sw
>sw
You get an odd feeling that someone is watching you. It quickly passes.
You glide southwest.
[Leth Deriel, Oakenheart Circle]
Bergamot and citrus trees, lovingly cultivated in several small copses, ring the intersection here. Their limbs are laden with fruit and bedecked with strips of ethereal gauze, serving as votive offerings to the woodland deities. Oakenheart Circle merges to the northeast into Aldiyaus Square, site of Leth Deriel's main shrine. Looming large and stentorian to the southwest is Sana'ati Dyaus, most sacred of trees. A broad clearing encircles the mammoth trunk.
Obvious paths: northeast, south, southwest, northwest.
You glide southwest.
[Leth Deriel, Sana'ati Dyaus Drui'tas]
In the midst of this clearing is the mighty tree known throughout Elanthia as Sana'ati Dyaus. Its limbs glow with a phosphorescent light and you can trace the very course of its roots by their faint glimmer. Every vein on every leaf is a streak of pale fire, and the diverse crowd here in the main gathering place is subtly illuminated. The tree houses all the town's official services, and people come and go through a large, open burl in the trunk. You also see an Elven Warden, a small muddied box, a small muddied box, a small muddied box, a small muddied box, a small muddied box, a mud-splattered table with an Estate Holder authorization on it, a festive meeting portal and a uniformed representative.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest.
You glide southwest.
[Leth Deriel, Oakenheart Circle]
A circle of interlocking wooden logs, about waist high, stands off to one side. Over it, broad leafed Zulnatha trees form a sheltering roof. Beads of dew roll off the leaves and into the center of the log circle with a muffled plop. You realize that the structure is some kind of well or reservoir. You also see a small muddied box.
Obvious paths: north, northeast, southeast, southwest.
You glide southwest.
[Leth Deriel, Atila Lane]
A log cabin, one of the more prosperous-looking freestanding structures in Leth Deriel, perches jauntily just off the path to the north. Elegantly planned and planted beds of fern and fir alternating with colorful flame-leaf shrubs landscape the cabin grounds, cleverly melding into the surrounding forested environment. A gilded sign hangs over the door. You also see a side door and a cabin.
Obvious paths: northeast, southwest.
You run southwest.
[Leth Deriel, Cambium Circle]
Here is yet another intersection, where Cambium Circle joins Myristica Wynd to the southwest and Atila Lane to the northeast. You sense at this and at every corner or turn along the streets of Leth Deriel, that clearings, tended paths and compacted dirt roads are grudging concessions to the outsiders who provide essential trade goods, foodstuffs and raw materials to the disdainful locals.
Obvious paths: northeast, southeast, southwest, northwest.
You run southwest.
[Leth Deriel, Myristica Wynd]
Scattered along the wayside are exquisitely carved miniatures of horses, unicorns, gazelles, and carts. A rush doll, dressed in an immaculate replica of an Elven lady's finery, lies in the middle of the path. From the hedgerows on both sides, you hear high-pitched childish giggles, though you see nothing in the shadows. You also see an Elven Warden and an Elven Warden.
Obvious paths: northeast, southwest.
You run southwest.
[Leth Deriel, Myristica Wynd]
The path is carpeted with a soft, springy cover of mosses and wildflowers. On either side, immense tree trunks limit your view. Each is clad in its own coloring of leaves, texture of bark and mantle of woodland life, as unique as any sentient being. Seated cozily in the crooks of the trees are humble structures from which emanate sounds of domestic harmony. You also see a curved wooden staircase which winds up around the trunk of the tree.
Obvious paths: northeast, southwest.
You run southwest.
[Leth Deriel, Elder Bark Circle]
A break in the living barricade forms a clearing that leads to the southwestern city gate. Through it, all you see is forest beyond, lofty, silent and forbidding. An old ranger, bowed and wizened, hobbles past, spewing a wad of some masticated greenish ooze directly across your path. You also see an Elven Warden.
Obvious paths: northeast, southeast, southwest, northwest.
You run southwest.
[Leth Deriel, Deobar Bower Gate]
A tremulous throbbing fills the air, replete with murmurings from an unseen host, like pulsations from the heart of the impenetrable forest beyond the barrier of deobars that grow here. Sympathetic vibrations, higher pitched, seem to emanate from the Sana'ati Dyaus at the town's center due northeast. The living wall of trees has been recently fitted with a rattan and wicker gate that remains open night and day, leading out to a road winding south through the forest.
Obvious paths: northeast.
You can't go there.
You can't go there.
>go gate
[Deobar Bower Gate, Esouvar Deriel]
A tall gate rises over a well-kept road. Ironwood trees gather in patches around the steep city walls, their dark forms casting shadows over the thin brush. The slender bows and branches that make the thick panels of the gateway into Leth curve and twist, their still-tender bark formed into a living arch by a lifesculptor's hand. You also see a treasure map.
Obvious paths: southwest.
>get map
You pick up a treasure map.
>rub cryst ring
A wave of wild teleportational energy erupts from the screaming gate and washes over you! The assault is maliciously short of complete obliteration, granting you a few seconds of awareness as your body is torn apart.

You feel yourself falling...
You feel like you're dying!

Your treasure map falls to the ground.

Your death cry echoes in your brain as it quickly dawns on you that you have just died! Already, you feel the tug of eternity upon your soul and you struggle to remain tied to this world.

A chill takes the seat of your soul as your remaining spiritual strength bleeds away steadily. However, you are comforted that you have curried the favor of your god, which will greatly improve the course of your resurrection or reincarnation.

Your body will decay beyond its ability to hold your soul in 17 minutes.
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).
>depart full
Your corpse crackles with flickering blue energies then fades away.



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Re: Rogue Moongate double fatality move 06/03/2016 01:01 PM CDT
This might be my favorite bug ever.

-Raesh

"It was wise enough to know itself, and brave enough to BE itself, and wild enough to change itself while somehow staying altogether true." ― The Slow Regard of Silent Things
Reply
Re: Rogue Moongate double fatality move 06/03/2016 02:07 PM CDT
>>This might be my favorite bug ever.

I had a good one once where IOTS lopped my head off but my body remained standing. No one could drag me due to the "you resist!" messaging.

But double disintegration wins.


- Navesi
Reply
Re: Rogue Moongate double fatality move 06/03/2016 02:09 PM CDT
I know I've reported this in the past... I smell a conspiracy. ;)



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Re: Rogue Moongate double fatality move 06/22/2016 07:09 AM CDT
>>Opened a rogue gate and was killed, departed, returned to the place of my death and was killed again by the same rogue gate. Didn't bug it ingame because the bug input space is too small (and death).

So... in the grand scope of things this wasn't really a bug (you acted so fast the gate hadn't had a chance to collapse after killing you), and it's hilarious.

However, it's not exactly fair. So I've taken mercy and gates that auto kill you should shut right afterwards preventing the chance of this happening.

-Raesh

"It was wise enough to know itself, and brave enough to BE itself, and wild enough to change itself while somehow staying altogether true." ― The Slow Regard of Silent Things
Reply