Stab Thread

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
Post Reply
jakd
Posts: 166
Joined: Fri Jan 15, 2016 6:04 pm

Re: Stab Thread

Post by jakd » Thu Feb 04, 2016 8:36 pm

* S HP:Hurt MV:Winded > e
hide
back h.coryl
Inside the Tavern
The inside of the tavern is in sharp contrast with the looks it had from the
outside. The floor is scrubbed and the tables appear to have been sanded not
too long ago. This tavern appears to have enough room to house a fair sized
merchant train. At the moment the business is slow.
[ obvious exits: W ]
You sense a hidden life form in the area...
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
A bartender serves customers with a greedy smile.

* S HP:Hurt MV:Winded > You attempt to hide yourself.

You silently approach your victim...


*Coryl* makes a strange sound as you place a sharp, red stone dagger in his back!
You have missed 0 and landed 473 bashes for a 100 % land rate this session.
*Coryl* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
Your blood freezes as you hear *Coryl*'s death cry.

* S HP:Hurt MV:Winded > nar rip
take all corpse
You narrate 'rip'

* S HP:Hurt MV:Winded > sca
You get a thin vial of yellow fluid from the corpse of Coryl.
You get a pair of animal-fur boots from the corpse of Coryl.
You get a set of riveted chainmail leggings from the corpse of Coryl.
You get a belt with a buckle of cuendillar from the corpse of Coryl.
You get a pair of moonstone hilted dirks from the corpse of Coryl.
You get a jeweled wristcuff from the corpse of Coryl.
You get a jeweled wristcuff from the corpse of Coryl.
You get a sturdy pair of full leather gauntlets from the corpse of Coryl.
You get a pair of riveted chainmail sleeves from the corpse of Coryl.
You get a backpack from the corpse of Coryl.
You get a bright red robe from the corpse of Coryl.
You get a tunic of finely-crafted chain from the corpse of Coryl.
You get a shimmering chain of gold from the corpse of Coryl.
You get a shimmering chain of gold from the corpse of Coryl.
You get a rimmed round helmet from the corpse of Coryl.
You get a gold ring delicately carved with ivy from the corpse of Coryl.
You get a jade signet ring from the corpse of Coryl.
You get a lantern from the corpse of Coryl.

* S HP:Hurt MV:Winded > nar coryl
You lean over and sever the bloody head from the corpse of Coryl.

Taziar
Posts: 961
Joined: Sat Mar 21, 2015 10:28 pm

Re: Stab Thread

Post by Taziar » Fri Feb 05, 2016 9:53 am

*Coryl* makes a strange sound as you place a sharp, red stone dagger in his back!
You have missed 0 and landed 473 bashes for a 100 % land rate this session.
*Coryl* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
Your blood freezes as you hear *Coryl*'s death cry.
Your clumsy log seems to be not working right, unless you edited it for some reason.
Zmud?
If so mail me and I can help you fix it or go to my House of Medakan thread over at wotmudarchives.org forums in the zmud scection, I have an updated clumsylog over there.

jakd
Posts: 166
Joined: Fri Jan 15, 2016 6:04 pm

Re: Stab Thread

Post by jakd » Fri Feb 05, 2016 12:43 pm

Yeah. I noticed that. I'll have a look at your site. Thanks!

Tempest
Posts: 212
Joined: Mon Apr 27, 2015 9:55 pm

Re: Stab Thread

Post by Tempest » Fri Feb 05, 2016 3:43 pm

Thinning Woods
Large, green leaves on tall, straight trees partially obscure the view of the
sky through the canopy created by the trees. Short bushes grow taller and
thicker as the move farther south, where the forest gives way into a dense
thicket. Red and yellow flowers add color to the drab green of the forest. To
the north, east, and west the thinning forestland extends for miles.
[ obvious exits: N E S W ]

o S HP:Battered MV:Weary > You attempt to hide yourself.

o S HP:Battered MV:Weary > Backstab who?

o S HP:Battered MV:Weary >
*Tarn* has arrived from the south, riding a Domani razor.

* S HP:Battered MV:Weary > back h.human
You silently approach your victim...

=
*Petra* has arrived from the south, riding a |1|.warhorse.

-
*Petra* leaves north riding a warhorse.
*Tarn* leaves north riding a Domani razor.
*Corath* has arrived from the west, riding a |2|.dust-colored gelding.
*Corath* leaves south riding a dust-colored gelding.


*Petra* has arrived from the north, riding a |3|.warhorse.
*Tarn* has arrived from the north, riding a Domani razor.
*Corath* has arrived from the south, riding a |4|.dust-colored gelding.
*Tarn* makes a strange sound as you place a pair of moonstone hilted dirks in his back!
*Tarn* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Still better. Experience pays off.
Your blood freezes as you hear *Tarn*'s death cry.
Jakd narrates 'corath bat'

* S HP:Battered MV:Weary >
*Corath* tries to blast you, but you deflect the blow.


-------- 5 min later

* S HP:Wounded MV:Weary > s
A Small Clearing
At this spot, no leaves or branches block the view of the sky. In the middle
of the clearing, a huge trunk of a fallen tree lies half-buried and covered
by green mosses. At one end of the trunk, a rough hollow stump provides
nourishment for various moss and fungi. Surrounding trees provide a natural
wall against high wind.
[ obvious exits: N E S W ]
A timber wolf is here, snarling hungrily.
A handsome stag stands here, ready to run.
A cute brown deer eyes you nervously.
A handsome stag stands here, ready to run.

e
hide
o S HP:Wounded MV:Weary > back h.human
Densely Forested Hills
The foliage here is so dense that it is almost impossible to see anything
more than ten feet away. Anything can be hiding behind one of the large tree
trunks, ready to pounce on an unsuspecting explorer. The leaves near the
treetops create a green ceiling that barely lets any light through. The
north offers more room to move around with fewer trees. There seems to be a
clearing to the west.
[ obvious exits: N S W ]
A baby raccoon tumbles around, searching for something to eat.
*Gretchen* is standing here, riding a |1|.warhorse.
A panther stalks through the wilderness.
A Shienaran scout blends into the surroundings here.
A cute brown deer eyes you nervously.
A rust-colored bobcat crouches low, ready to pounce.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

* S HP:Wounded MV:Weary > You attempt to hide yourself.

You silently approach your victim...


*Gretchen* makes a strange sound as you place a pair of moonstone hilted dirks in her back!
*Gretchen* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Still better. Experience pays off.
Your blood freezes as you hear *Gretchen*'s death cry.

Tempest
Posts: 212
Joined: Mon Apr 27, 2015 9:55 pm

Re: Stab Thread

Post by Tempest » Mon Feb 08, 2016 4:54 pm

The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
East: A Shienaran guard patrols here, watching you carefully.
South: A grizzled Shienaran veteran looks on.
West: A man is here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
A board hangs on a wall peppered with tales of glory, adventure and history.
*Walach* is standing here, riding a |1|.bloodstock stallion.
A mangy cat scurries around trying not to get stepped on.
A ballot box records votes here.
The Fal Dara town crier stands here, spreading the news.

* S HP:Wounded MV:Winded > You attempt to hide yourself.

You silently approach your victim...

-
*Walach* leaves north riding a bloodstock stallion.

-
*Walach* has arrived from the north, riding a |2|.bloodstock stallion.

=
A man has arrived from the west.
A mangy cat leaves south.


*Walach* makes a strange sound as you place a pair of moonstone hilted dirks in his back!
*Walach* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Still better. Experience pays off.
Your blood freezes as you hear *Walach*'s death cry.

* S HP:Wounded MV:Winded >
Pulverwise has arrived from the north.

* S HP:Wounded MV:Winded > scalp corpse

Pulverwise gets a large slab of meat from the corpse of Walach.
Pulverwise gets a water skin from the corpse of Walach.
Pulverwise gets fourteen copper pennys from the corpse of Walach.
Pulverwise gets fifteen gold crowns from the corpse of Walach.
Pulverwise gets a pair of animal-fur boots from the corpse of Walach.
Pulverwise gets a set of riveted chainmail leggings from the corpse of Walach.
Pulverwise gets a belt with a buckle of cuendillar from the corpse of Walach.
Pulverwise gets a jagged edged warsword from the corpse of Walach.
Pulverwise gets a silver Kandori wristcuff from the corpse of Walach.
Pulverwise gets a silver Kandori wristcuff from the corpse of Walach.
Pulverwise gets a sturdy pair of full leather gauntlets from the corpse of Walach.
Pulverwise gets a pair of riveted chainmail sleeves from the corpse of Walach.
Pulverwise gets a backpack from the corpse of Walach.
Pulverwise gets an earthen brown mantle from the corpse of Walach.
Pulverwise gets a tunic of finely-crafted chain from the corpse of Walach.
Pulverwise gets a shimmering chain of gold from the corpse of Walach.
Pulverwise gets a shimmering chain of gold from the corpse of Walach.
Pulverwise gets a rimmed round helmet from the corpse of Walach.
Pulverwise gets a gold ring delicately carved with ivy from the corpse of Walach.
Pulverwise gets a gold ring delicately carved with ivy from the corpse of Walach.
Pulverwise gets an oilstone from the corpse of Walach.
Pulverwise gets a lantern from the corpse of Walach.

* S HP:Wounded MV:Winded >
Pulverwise leaves north.

* S HP:Wounded MV:Winded > narr rip walach

Pulverwise narrates 'i looted hurrah i win!'

* S HP:Wounded MV:Winded > You lean over and sever the bloody head from the corpse of Walach.

* S HP:Wounded MV:Winded > You narrate 'rip walach'

* S HP:Wounded MV:Winded > score

Pulverwise has arrived from the north.

n
n
* S HP:Wounded MV:Winded > You have 270(390) hit and 87(244) movement points.
You have scored 106921479 experience points and 1141 quest points.
You need 1578521 exp to level and 1859 qp to rank.
You have acquired 312 alt qps to date.
You have amassed 1074 Turn points to date.
You have played 50 days and 17 hours (real time).
This ranks you as Tempest the Master Havoc [Ko'bal 7] (Level 50).
You are standing.

* S HP:Wounded MV:Winded > Before the Keep
The main road through Fal Dara continues uphill to the north. Ahead of you is
the Keep of Fal Dara. It is an imposing stone structure that dominates the
skyline. Pennants bearing the black stag of Lord Agelmar wave in the crisp
breeze. Between you and the castle lies the moat and drawbridge.
[ obvious exits: N S ]
South: Pulverwise the Dark Master is standing here.
A stout wooden barrel stands nearby.
A hanging lantern lights the path.

* S HP:Wounded MV:Winded > On the Drawbridge
The sound of your passing echoes hollowly from the wooden timbers of the
drawbridge. Beneath you lies the murky waters of the moat. With its gates
before you stands one of the greatest fortesses of the Borderlands, the Keep
of Fal Dara.
[ obvious exits: N S ]
A hanging lantern lights the path.

* S HP:Wounded MV:Winded > where
Players in your Zone
--------------------
Tempest - On the Drawbridge
Pulverwise - The Crossing
You catch a faint scent of a horse nearby.

* S HP:Wounded MV:Winded >
Razhak narrates 'nice :)'

* S HP:Wounded MV:Winded > TICK IN 5 SECONDS.
where

Pulverwise narrates 'i'll flee'

* S HP:Wounded MV:Winded >

* S HP:Wounded MV:Winded > Players in your Zone
--------------------
Tempest - On the Drawbridge
Pulverwise - The Crossing
You catch a faint scent of a horse nearby.

* S HP:Wounded MV:Winded > s
s
hide
back h.human
Before the Keep
The main road through Fal Dara continues uphill to the north. Ahead of you is
the Keep of Fal Dara. It is an imposing stone structure that dominates the
skyline. Pennants bearing the black stag of Lord Agelmar wave in the crisp
breeze. Between you and the castle lies the moat and drawbridge.
[ obvious exits: N S ]
South: *Ali* is here, fighting Pulverwise.
A stout wooden barrel stands nearby.
A hanging lantern lights the path.

* S HP:Wounded MV:Winded > The Crossing
Northward along the thoroughfare lies the great keep of Fal Dara. Running to
the east and west is the row of shops where local merchants ply their trades.
The ceaseless banging of a smithy comes from the east, while the equally
unmistakeable sounds of a tavern come from the west.
[ obvious exits: N E S W ]
East: A man is here.
South: A mangy cat scurries around trying not to get stepped on.
West: A man is here.
The corpse of Walach is lying here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
The waters of a blue-veined marble fountain pour forth here.
A board hangs on a wall peppered with tales of glory, adventure and history.
*Ali* is here, fighting Pulverwise.
Pulverwise the Dark Master is here, fighting Ali.
|1|.A Tairen bloodstock stallion stands here, tail swaying with the breeze.
A ballot box records votes here.
The Fal Dara town crier stands here, spreading the news.

* S HP:Wounded MV:Winded > Pulverwise leaves north.
You attempt to hide yourself.

You silently approach your victim...

back h.human
Cancelled.
You silently approach your victim...

=
The sun slides out of sight behind the walls of the Keep.
Your heartbeat calms down more as you feel less panicked.
Timer now at 70 secs.


*Ali* makes a strange sound as you place a pair of moonstone hilted dirks in her back!
*Ali* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Your first time! Was it good for you too?
Your blood freezes as you hear *Ali*'s death cry.

* S HP:Wounded MV:Winded >
The ratter bellows 'INkP^B mfA _`U H]MbyF Xk yij cKwJQj Sv lb^A yYh\['

* S HP:Wounded MV:Winded >
Pulverwise has arrived from the north.

* S HP:Wounded MV:Winded > narr rip ali
scalp corpse

Divina
Posts: 358
Joined: Sun Mar 22, 2015 2:27 am
Location: The Land of Oz

Re: Stab Thread

Post by Divina » Wed Feb 10, 2016 1:03 am

With the recent changes that affect travel/gate/fade. I really do wonder about the ability to start a stab on an engaged target, unless there is already some malus that im not aware of.

Disregard, just realised he had already fled off before he started.

jakd
Posts: 166
Joined: Fri Jan 15, 2016 6:04 pm

Re: Stab Thread

Post by jakd » Thu Feb 11, 2016 12:02 am

S HP:Battered MV:Strong > e
In the Foothills
To the west, the foothills continue towards the path to Tarwin's Gap.
Rollings hills form a transition between mountains and level ground.
The sparse vegetation here, gnarled scrub and trees, fades out to the
south. Even here, on the threshold of the mountains, the air is cold.
[ obvious exits: E W D ]
*Moric* is standing here.
*Taziar* is standing here.
A member of the Winged Guard stands here on guard.
*Garett* is standing here mending a weapon, riding a gray palfrey.
*Briana* is standing here.

* S HP:Battered MV:Strong > track
hide
back h.briana
Cancelled.
You attempt to hide yourself.

You silently approach your victim...


*Briana* makes a strange sound as you place a sharp, red stone dagger in her back!
You have missed 0 and landed 593 bashes for a 100 % land rate this session.
*Briana* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Oh, much better the second time around.
Your blood freezes as you hear *Briana*'s death cry.

Rig
Posts: 2292
Joined: Wed Dec 16, 2015 8:00 pm
Location: JESUS

Re: Stab Thread

Post by Rig » Thu Feb 11, 2016 12:45 am

Yea! You get those witches Jakd!

asharek
Posts: 121
Joined: Tue Apr 21, 2015 2:35 pm

Re: Stab Thread

Post by asharek » Thu Feb 11, 2016 8:02 pm

that 1500 copper was worth it!

Snowy Peak
[ obvious exits: D ]
*Lexi* is standing here.

* S HP:Hurt MV:Winded > c
backstab h.human
[hide ]
You attempt to hide yourself.

* S HP:Hurt MV:Winded > You silently approach your victim...

-=+**+=- -=+*
*Lexi* makes a strange sound as you place a dagger in her back!
This session you've landed 3 out of 6 stabs (50% landed)
Over time you've landed 169 out of 265 stabs (63% landed)
*Lexi* is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Three times is the charm!
Your blood freezes as you hear *Lexi*'s death cry.

rixie
Posts: 52
Joined: Thu May 14, 2015 7:32 pm

Re: Stab Thread

Post by rixie » Thu Feb 11, 2016 11:51 pm

Rig wrote:Yea! You get those witches Jakd!
This "witch" wishes she had fb'd a certain rogue to dead. :P

http://forums.wotmud.info/viewtopic.php?f=75&t=1738

Post Reply