Stab Thread

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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Rhys
Posts: 225
Joined: Tue Mar 07, 2017 6:10 pm

Re: Stab Thread

Post by Rhys » Wed Feb 28, 2018 12:39 pm

400+ hps

The Forgotten Trail
An impossibly tall tree with bare limbs as black as night stands to the east,
but the way is barred by a tangled wall of prickly bramble. The ground here
is hard and dry with a covering of dead leaves fallen from the nearby tree.
[ obvious exits: N S ]
A water skin has been left on the ground.
A Tairen bloodstock stallion stands here, tail swaying with the breeze, being ridden by you.
Roadeur the Cavalryman is standing here, riding a Domani razor.
An astonishingly tall and broad man stands here, with large tufted ears.

* R HP:Scratched MV:Strong > [where ]
Players in your Zone
--------------------
Rhys - The Forgotten Trail
Corath - The Dark Grove of Trees
Roadeur - The Forgotten Trail

* R HP:Scratched MV:Strong > nod
You nod in agreement.

* R HP:Scratched MV:Strong >
Roadeur narrates 'oh they were on 2 wolves bah'

* R HP:Scratched MV:Strong > nar yeah
dd
You narrate 'yeah'
Roadeur tries to slash *Horror*, but he deflects the blow.

* R HP:Scratched MV:Strong > Suddenly *someone* places something in your back!
You are dead! Sorry...
You feel the Weave of the Wheel loosen from you.
You stop following Roadeur.
Circle of Light
High amidst the heavens, the Circle of Light is the hallowed ground of the
friends of the Light. From here, some of the major destinations around the
world can be reached, as shown by a large sign. A permanent fountain in the
center of the Circle gives a soothing backdrop to ponder mortal matters.


New characters should LOOK NAMES, HELP RULES, LOOK NOTICE and LOOK INTRO.

To obtain some free starting equipment, TELL GUARDIAN KIT.

It is strongly recommended that new players look at our website
at wotmud.org, before starting out, for the rules, maps, and more.

[ obvious exits: N D ]
The waters of a blue-veined marble fountain pour forth here.
A stout wooden barrel stands nearby.
A kind-faced figure stands here.
[diag h.dark]
No-one by that name here.

* HP:Critical MV:Haggard > t roadeur bah
You tell Roadeur 'bah'

* HP:Critical MV:Haggard >
Roadeur narrates 'rhys dead i got eq'

* HP:Critical MV:Haggard > t roadeur can't believe he blicked me :P
sc
Your heartbeat calms down more as you feel less panicked.
You tell Roadeur 'can't believe he blicked me :P'

* HP:Critical MV:Weary > You have 14(416) hit and 21(135) movement points.
You have scored 106516136 experience points and 1226 quest points.
You need 1983864 exp to level and 1774 qp to rank.
You have amassed 583 Turn points to date.
You have played 28 days and 11 hours (real time).
This ranks you as Rhys the Dai Shan [Red Eagle 7] (Level 50).
You are sitting.

Horror
Posts: 151
Joined: Sat Jul 04, 2015 3:56 pm
Location: UK

Re: Stab Thread

Post by Horror » Wed Feb 28, 2018 1:11 pm

yeah that was a ripper. shame I couldn't get your phat loot!

Horror
Posts: 151
Joined: Sat Jul 04, 2015 3:56 pm
Location: UK

Re: Stab Thread

Post by Horror » Wed Feb 28, 2018 5:43 pm

* S HP:Healthy MV:Strong - the ancient tree: Critical > whe
Players in your Zone
--------------------
Horror - Among the Ancient Trees

* S HP:Healthy MV:Strong - the ancient tree: Critical >
*Arjuna* has arrived from the south, riding a wild stallion.

* S HP:Healthy MV:Strong - the ancient tree: Critical >
You pierce the ancient tree's trunk extremely hard.
The ancient tree is dead! R.I.P.
Quite a death count. Have it put on your tombstone.
Your blood freezes as you hear the ancient tree's death cry.
*Arjuna* leaves east riding a wild stallion.

* S HP:Healthy MV:Strong >
The lame wolf tries to hit you, but you dodge the attack.

* S HP:Healthy MV:Strong - the lame wolf: Scratched > whe
Players in your Zone
--------------------
Horror - Among the Ancient Trees

* S HP:Healthy MV:Strong - the lame wolf: Scratched >
You pierce the lame wolf's head extremely hard.
The lame wolf tries to hit you, but you dodge the attack.

* S HP:Healthy MV:Strong - the lame wolf: Hurt > f
h
backstab h.human
You panic and attempt to flee!

You flee head over heels.
Forest Bordering the Foothills
The forest here consists of light leaftrees standing among boulders that
reach increasing heights to the north. Mossy rocks and many different kinds
of low bushes cover the ground. The vast forest west of here is dark and
dense, covering the terrain as if wanting to smother it. To the south is
a large marsh, rivulets and islands dotted about amidst the trees.
[ obvious exits: N S W ]
A wild stallion bucks madly.
[hide ]
You attempt to hide yourself.

* S HP:Healthy MV:Strong > Backstab who?

* S HP:Healthy MV:Strong > n
West of a Mountain Pass
Here the foothills lead east to a narrow mountain pass heading towards
the Spine of the World. To the north the foothills become steep and
plant life becomes sparse. The outskirts of a forest can be spotted to
the south and west.
[ obvious exits: N E S ]

* S HP:Healthy MV:Strong > stat
You are a 199 year old male trolloc rogue.
Your height is 6 feet, 7 inches, and you weigh 235.0 lbs.
You are carrying 0.0 lbs and wearing 20.1 lbs, peanuts.
Your base abilities are: Str:18 Int:10 Wil:6 Dex:19 Con:19.
Offensive bonus: 148, Dodging bonus: 141, Parrying bonus: 160, Defense: 301.
Your mood is: Wimpy. You will flee below: 207 Hit Points
Your posture is: Defensive.
Your armor absorbs about 9% on average.

You are subjected to the following effects:
- NO QUIT
- SNEAK
- NOTICE

h
backstab h.human
* S HP:Healthy MV:Strong > [hide ]
You attempt to hide yourself.

* S HP:Healthy MV:Strong > Backstab who?

* S HP:Healthy MV:Strong > backstab h.human
Backstab who?

backstab h.human
* S HP:Healthy MV:Strong > Backstab who?

backstab h.human
* S HP:Healthy MV:Strong > Backstab who?

backstab h.human
* S HP:Healthy MV:Strong > Backstab who?

backstab h.human
* S HP:Healthy MV:Strong > Your heartbeat calms down more as you feel less panicked.
Backstab who?

backstab h.human
* S HP:Healthy MV:Full > Backstab who?

* S HP:Healthy MV:Full > s
h
backstab h.human
Forest Bordering the Foothills
The forest here consists of light leaftrees standing among boulders that
reach increasing heights to the north. Mossy rocks and many different kinds
of low bushes cover the ground. The vast forest west of here is dark and
dense, covering the terrain as if wanting to smother it. To the south is
a large marsh, rivulets and islands dotted about amidst the trees.
[ obvious exits: N S W ]
You sense a hidden life form in the area...
A wild stallion bucks madly.

* S HP:Healthy MV:Full > [hide ]
You attempt to hide yourself.

You silently approach your victim...

+n
*h
backstab h.human
Cancelled.
West of a Mountain Pass
Here the foothills lead east to a narrow mountain pass heading towards
the Spine of the World. To the north the foothills become steep and
plant life becomes sparse. The outskirts of a forest can be spotted to
the south and west.
[ obvious exits: N E S ]

* S HP:Healthy MV:Full > [hide ]
You attempt to hide yourself.

* S HP:Healthy MV:Strong > Backstab who?

* S HP:Healthy MV:Strong > backstab h.human
Backstab who?

backstab h.human
* S HP:Healthy MV:Strong > Backstab who?

backstab h.human
* S HP:Healthy MV:Strong > Backstab who?

backstab h.human
* S HP:Healthy MV:Strong > Backstab who?

backstab h.human
* S HP:Healthy MV:Strong > Backstab who?

backstab h.human
* S HP:Healthy MV:Strong > Backstab who?

backstab h.human
* S HP:Healthy MV:Strong > Backstab who?

backstab h.human
* S HP:Healthy MV:Strong > Backstab who?

backstab h.human
* S HP:Healthy MV:Strong > Backstab who?

* S HP:Healthy MV:Strong > s
h
backstab h.human
Forest Bordering the Foothills
The forest here consists of light leaftrees standing among boulders that
reach increasing heights to the north. Mossy rocks and many different kinds
of low bushes cover the ground. The vast forest west of here is dark and
dense, covering the terrain as if wanting to smother it. To the south is
a large marsh, rivulets and islands dotted about amidst the trees.
[ obvious exits: N S W ]
A wild stallion bucks madly.

* S HP:Healthy MV:Strong > [hide ]
You attempt to hide yourself.

* S HP:Healthy MV:Strong > Backstab who?

* S HP:Healthy MV:Strong > backstab h.human
Backstab who?

backstab h.human
* S HP:Healthy MV:Strong > Backstab who?

backstab h.human
* S HP:Healthy MV:Strong > Backstab who?

backstab h.human
You silently approach your victim...


*Arjuna* makes a strange sound as you place a silver-winged basilard in his back!
Since April 15 2007 you've landed 10221 out of 19646 stabs (52% landed).

* S HP:Healthy MV:Strong - Arjuna: Beaten > change mood brave
change posture offensive

*someone* tries to pierce you, but you parry successfully.

* S HP:Healthy MV:Strong - Arjuna: Beaten > Mood changed to: Brave
Wimpy reset to: 124 hit points.

* S HP:Healthy MV:Strong - Arjuna: Beaten > Posture changed to: Offensive

* S HP:Healthy MV:Strong - Arjuna: Beaten > l
*Arjuna* tries to pierce you, but you deflect the blow.
Forest Bordering the Foothills
The forest here consists of light leaftrees standing among boulders that
reach increasing heights to the north. Mossy rocks and many different kinds
of low bushes cover the ground. The vast forest west of here is dark and
dense, covering the terrain as if wanting to smother it. To the south is
a large marsh, rivulets and islands dotted about amidst the trees.
[ obvious exits: N S W ]
You sense a hidden life form in the area...
A wild stallion bucks madly.

* S HP:Healthy MV:Strong - Arjuna: Beaten >
*Arjuna* tries to pierce you, but you deflect the blow.
You try to pierce *Arjuna*, but he deflects the blow.

* S HP:Healthy MV:Strong - Arjuna: Beaten >
*Arjuna* tries to pierce you, but you deflect the blow.
You try to pierce *Arjuna*, but he deflects the blow.

* S HP:Healthy MV:Strong - Arjuna: Beaten >
*Arjuna* tries to pierce you, but you parry successfully.
You pierce *Arjuna*'s left leg into bloody fragments!

* S HP:Healthy MV:Strong - Arjuna: Beaten >
*Arjuna* tries to pierce you, but you deflect the blow.
You pierce *Arjuna*'s head into bloody fragments!
You try to pierce *Arjuna*, but he deflects the blow.

* S HP:Healthy MV:Strong - Arjuna: Beaten >
*Arjuna* tries to pierce you, but you parry successfully.
You pierce *Arjuna*'s body very hard.

* S HP:Healthy MV:Strong - Arjuna: Critical >
You try to pierce *Arjuna*, but he deflects the blow.

* S HP:Healthy MV:Strong - Arjuna: Critical >
*Arjuna* pierces your left leg extremely hard.
You try to pierce *Arjuna*, but he parries successfully.

* S HP:Scratched MV:Strong - Arjuna: Critical >
*Arjuna* tries to pierce you, but you parry successfully.
You pierce *Arjuna*'s body extremely hard.

* S HP:Scratched MV:Strong - Arjuna: Critical >
*Arjuna* pierces your right leg.
You pierce *Arjuna*'s right arm into bloody fragments!
*Arjuna* 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 *Arjuna*'s death cry.

* S HP:Scratched MV:Strong > sca
You lean over and sever the bloody head from the corpse of Arjuna.

* S HP:Scratched MV:Strong > lic
[l in corpse]
corpse (here) :
a curved clear dagger
a silver etched shield (used)
a mirrored lantern

Angkar
Posts: 93
Joined: Tue Feb 13, 2018 12:43 pm

Re: Stab Thread

Post by Angkar » Wed Feb 28, 2018 7:33 pm

Derick has been crit maybe 10 minutes before this - saw many and thought why not.


o S HP:Scratched MV:Winded > Dark Forest
The forest is dark and silent here. Tall trees with thick foliage grow densely,
their overlapping branches blocking the sun completely. The forest looks the
same in all directions and it seems as though it would be entirely too easy to
become quite sufficiently lost.
[ obvious exits: N S W ]

o S HP:Scratched MV:Winded > [where ]
Players in your Zone
--------------------
Angkar - Dark Forest
You catch the scent of many horses nearby.

o S HP:Scratched MV:Winded > [narr ]
You narrate 'i see'

o S HP:Scratched MV:Winded > o many df
[narr ]
You narrate 'many df'

cb
o S HP:Scratched MV:Winded > n
[chan mood brave]
Mood changed to: Brave

e
o S HP:Scratched MV:Winded > h
backstab h.derick
Dark Forest
Tall, ancient trees with thick leathery leaves dominate this part of the
forest. Their gnarled limbs form a dense ceiling of foliage, completely
blocking the sun. The forest is dark and silent, and the bed of leaves
carpeting the ground even muffle the sounds of footsteps. It would not take
much more than a smouldering cinder to set off a massive forest fire in the
surrounding area.
[ obvious exits: N E S W ]

o S HP:Scratched MV:Winded > Thick Forest
To the west, the forest becomes darker as the trees grow closer together.
As one looks to the east, however, the trees begin to thin out a bit. The
forest is still quite dark and eerie here and all of the trees look exactly
alike. It is hard to get one's bearings in these thick woods and it would
be quite easy to become lost. It would not take much more than a
smouldering cinder to set off a massive forest fire in the surrounding
area.
[ obvious exits: E W ]
A soft leather pouch has been discarded here.
*Derick* is standing here, riding a warhorse.
A raven is here flying around.
*Raal* is standing here, riding a Domani razor.
*Ryder* is standing here, riding a bloodstock stallion.
*Hammr* is standing here, riding a warhorse.
A raven is here flying around.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

* S HP:Scratched MV:Weary > [hide ]
You attempt to hide yourself.

You silently approach your victim...


*Derick* makes a strange sound as you place a silver-winged basilard in his back!
This session you've landed 19 out of 29 stabs (65% landed)
Since 2/11/2018 you've landed 608 out of 986 stabs (61% landed)
*Derick* is incapacitated and will slowly die, if not aided.

* S HP:Scratched MV:Weary - Derick: Critical >
The ancient tree tries to hit you, but you deflect the blow.
The ancient tree joins the ancient tree's fight!
The ancient tree hits your body hard.
The ancient tree tries to hit you, but you deflect the blow.
*Derick* lies immobile on the ground, suffering...
*Derick* is incapacitated and will slowly die, if not aided.
*Raal* tries to scythe you, but you deflect the blow.
*Hammr* tries to crush you, but you deflect the blow.

* S HP:Scratched MV:Weary - Derick: Critical > o rip derick
[narr ]
You narrate 'rip derick'

* S HP:Scratched MV:Weary - Derick: Critical > cw

You barely pierce *Derick*'s body.
*Derick* is dead! R.I.P.

Derick
Posts: 53
Joined: Fri Apr 14, 2017 11:04 pm

Re: Stab Thread

Post by Derick » Wed Feb 28, 2018 8:31 pm

I got complacent thinking ds all ran up to blight. lesson learned!

Reven
Posts: 58
Joined: Sat Jan 27, 2018 3:12 pm

Re: Stab Thread

Post by Reven » Sat Mar 03, 2018 12:14 am

* S HP:Healthy MV:Strong > w
open gate
w
w
Outside the Osenrein Gate
The shining walls of Tar Valon rise toward the sky, a fortification that
even the most skilled General would think twice about trying to breach. A
heavily banded gate allows passage to and from the city. To the south and
east is the shoreline of the island itself, with the River Erinin circling
it protectively.
[ obvious exits: E W ]
East: An elk with massive antlers eyes you with curiosity.
An iron lantern hangs from the wall above the gate.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.

* S HP:Healthy MV:Strong > It's already open!

* S HP:Healthy MV:Strong > where
Gate to Osenrein
You are standing before the bronze-clad gates guarding the bridge to Osenrein.
To the north and south along the inside of the white walls is the Osendrelle
Way. To the west is Fire Avenue which leads directly to the White Tower.
[ obvious exits: N E S W ]
North: A smartly dressed man ambles about here.
East: A Tar Valon bridgeguard peers at strangers suspiciously.
West: A gleeman is here, wearing a cloak of different colored patches.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.

* S HP:Healthy MV:Strong > Fire Avenue
The buildings lining this avenue have a strange luster about them. During
the day light and heat from the sun seems to reflect off the gleaming faces
of the buildings creating the illusion that the avenue, itself, is on fire.
And at night light that escapes from the grand windows facing the road bounces
back and forth along the avenue illuminating all nooks and corners. Lampposts
also line the sides of the road making the way seem bright even on the darkest
night. The bright lights dim a little to the east indicating the Gate to
Osenrein while the illuminated way continues west.
[ obvious exits: E W ]
East: A Tar Valon bridgeguard peers at strangers suspiciously.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A gleeman is here, wearing a cloak of different colored patches.
A Tar Valon bridgeguard peers at strangers suspiciously.

* S HP:Healthy MV:Strong > Players in your Zone
--------------------
Reven - Fire Avenue
Ahri - Tower Square Nohide..boooo
Etain - The Tremalking Splice Hideable! Yay!

* S HP:Healthy MV:Strong > e
e
e
Gate to Osenrein
You are standing before the bronze-clad gates guarding the bridge to Osenrein.
To the north and south along the inside of the white walls is the Osendrelle
Way. To the west is Fire Avenue which leads directly to the White Tower.
[ obvious exits: N E S W ]
North: A smartly dressed man ambles about here.
East: A Tar Valon bridgeguard peers at strangers suspiciously.
West: A gleeman is here, wearing a cloak of different colored patches.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.

* S HP:Healthy MV:Strong > Outside the Osenrein Gate
The shining walls of Tar Valon rise toward the sky, a fortification that
even the most skilled General would think twice about trying to breach. A
heavily banded gate allows passage to and from the city. To the south and
east is the shoreline of the island itself, with the River Erinin circling
it protectively.
[ obvious exits: E W ]
East: An elk with massive antlers eyes you with curiosity.
An iron lantern hangs from the wall above the gate.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.

* S HP:Healthy MV:Strong > Along a Stony Path
A wide path covered with pebbles and river-smoothed stones allows for
passage from Tar Valon to the shores of the island itself. Low scrub and
pungent underbrush lines the path, a stark contrast of orderliness and care
against the wilderness further south that appears to run unchecked.
[ obvious exits: S W ]
West: A Tar Valon bridgeguard peers at strangers suspiciously.
An elk with massive antlers eyes you with curiosity.
A spotted jaguar opens its eyes lazily.
|1|.A gray palfrey prances skittishly nearby.

* S HP:Healthy MV:Strong > e
e
Alas, you cannot go that way...

* S HP:Healthy MV:Strong > Alas, you cannot go that way...

* S HP:Healthy MV:Strong > Target set to h.etain.
w
open gate
w
w
Outside the Osenrein Gate
The shining walls of Tar Valon rise toward the sky, a fortification that
even the most skilled General would think twice about trying to breach. A
heavily banded gate allows passage to and from the city. To the south and
east is the shoreline of the island itself, with the River Erinin circling
it protectively.
[ obvious exits: E W ]
East: An elk with massive antlers eyes you with curiosity.
An iron lantern hangs from the wall above the gate.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.

w
* S HP:Healthy MV:Strong > It's already open!

* S HP:Healthy MV:Strong > Gate to Osenrein
You are standing before the bronze-clad gates guarding the bridge to Osenrein.
To the north and south along the inside of the white walls is the Osendrelle
Way. To the west is Fire Avenue which leads directly to the White Tower.
[ obvious exits: N E S W ]
North: A smartly dressed man ambles about here.
East: A Tar Valon bridgeguard peers at strangers suspiciously.
West: A gleeman is here, wearing a cloak of different colored patches.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A Tar Valon bridgeguard peers at strangers suspiciously.
A Tar Valon bridgeguard peers at strangers suspiciously.

* S HP:Healthy MV:Strong > Fire Avenue
The buildings lining this avenue have a strange luster about them. During
the day light and heat from the sun seems to reflect off the gleaming faces
of the buildings creating the illusion that the avenue, itself, is on fire.
And at night light that escapes from the grand windows facing the road bounces
back and forth along the avenue illuminating all nooks and corners. Lampposts
also line the sides of the road making the way seem bright even on the darkest
night. The bright lights dim a little to the east indicating the Gate to
Osenrein while the illuminated way continues west.
[ obvious exits: E W ]
East: A Tar Valon bridgeguard peers at strangers suspiciously.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A gleeman is here, wearing a cloak of different colored patches.
A Tar Valon bridgeguard peers at strangers suspiciously.

* S HP:Healthy MV:Strong > Fire Avenue
This area exudes the magnificent skill of the Ogier masons. The stone
edifices appear to be both on fire and made of fire. Buildings seem to
be pushed up by pillars resembling curling bonfires. The roofs curl around
and about like wisps of smoke. The fountains, also carved to resemble
flames, spout up cool clear water, ironically. Looking westwards, one can
see the White Tower. And from the north and south, Merchant Street runs
past like a wind blowing through a fire.
[ obvious exits: N E S W ]
North: A worker busily earns a day's pay.
East: A gleeman is here, wearing a cloak of different colored patches.
South: A sailor is here.
West: A guardsman watches the streets for signs of trouble.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* S HP:Healthy MV:Strong > s
w
Merchant Street
During the day, crowds of people walk this street browsing through the
multitude of goods offered. To the west you see Merchant Square and
people sitting and milling around its fountain. Farther to the north,
past the intersection, you see more shops. To the south, many shiny
breastplates and other shiny equipment are displayed in front of a shop.
[ obvious exits: N S W ]
South: A guardsman watches the streets for signs of trouble.
West: A rat scurries around trying to get out of sight.
A sailor is here.
A man is here.

* S HP:Healthy MV:Tiring > s
Merchant Square
Perhaps the most crowded place in all of Tar Valon, the square is packed with
people shopping along Merchant Square. In the square is a fountain, which
some people lean against to rest or merely watch all that is surrounding
them. The White Tower lies a bit to the north, but people take no more notice
of it than the other buildings along the road.
[ obvious exits: N E S W ]
North: A worker busily earns a day's pay.
East: A sailor is here.
South: A raucous group of sailors saunter by, speaking loudly.
West: A raucous group of sailors saunter by, speaking loudly.
A fountain is here, offering clear blue water to all.
A rat scurries around trying to get out of sight.
An Illuminator's assistant stands here carrying some colored tubes.

* S HP:Healthy MV:Tiring > Southharbor Boulevard
Heading south of Merchant Square, the great paving squares of the boulevard
slowly turn into cobblestone. South of here is the man-made part of the city.
Some parts were completed two thousand years after the Ogier left. The
cobblestone road leads south toward the harbor. The rabble and ruckus of an inn
beckons one from the east. There is a bank to the west, newly-built.
[ obvious exits: N E S W ]
North: A rat scurries around trying to get out of sight.
East: A woman wearing a drawn hood walks by here.
West: A man is here.
A raucous group of sailors saunter by, speaking loudly.

* S HP:Healthy MV:Tiring > e
The Woman of Tanchico
A welcome sight for many a weary traveler. This inn offers warm and
friendly lodging to all classes of people. The lobby is humming with
activity as men and women can be seen chatting, sitting, and checking
in. In the center, people both chat and relax in a small sitting area
equipped with soft couches and sturdy wooden chairs. At the far end of
the room, the check-in counter bustles with awaiting boarders. Next to
the counter, carpetted stairs lead up to the reception.
[ obvious exits: W U ]
West: A raucous group of sailors saunter by, speaking loudly.
Up: The innkeeper bustles about, helping guests into rooms.
A woman wearing a drawn hood walks by here.
The postmaster stands here, ready to deliver the mail.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.

* S HP:Healthy MV:Tiring > w
s
Southharbor Boulevard
Heading south of Merchant Square, the great paving squares of the boulevard
slowly turn into cobblestone. South of here is the man-made part of the city.
Some parts were completed two thousand years after the Ogier left. The
cobblestone road leads south toward the harbor. The rabble and ruckus of an inn
beckons one from the east. There is a bank to the west, newly-built.
[ obvious exits: N E S W ]
North: A rat scurries around trying to get out of sight.
East: A woman wearing a drawn hood walks by here.
West: A man is here.
A raucous group of sailors saunter by, speaking loudly.

* S HP:Healthy MV:Tiring > Southharbor Boulevard
The difference between the Ogier craftmanship and the human workmanship
becomes apparent heading south towards the harbor. The human builders tried
to duplicate the Ogier work. The buildings are extravagent, but to the point
of being gaudy, however. A small alley leads off to the west.
[ obvious exits: N S W ]
North: A raucous group of sailors saunter by, speaking loudly.
South: A woman goes about her daily business here.

* S HP:Healthy MV:Tiring > w
open Woodendoor
s
Tavern Alley
This is a small alley sneaking off from Southharbor Boulevard. This area
appears to be the seedier part of Tar Valon, for there are no streetlights
along the way. The only light keeping the way passable comes from the
taverns lining this alley. A sign hangs over the doorway to a tavern, to
the south.
[ obvious exits: E S W ]
West: An old woman weaves a pattern on her loom.

* S HP:Healthy MV:Tiring > hide
backstab h.etain
Ok.

* S HP:Healthy MV:Tiring > The Tremalking Splice
The room is dim and filled with pungent tabac smoke. Off in the dark
corners, a group of people can be seen squatting down on the ground.
Only muttering and repeated clattering of dice emanate out from the
corner, otherwise everyone in here seems to keep to themselves. Those
sitting at tables in the center and others at the bar seem intent on
drinking as much as possible.
A small sign hangs from the wall.
[ obvious exits: N ]
A long wooden table offers room for patrons.
Etain a'Conn is resting here.
A gleeman is here, playing a lute.
A sullen man is hunched over a tankard, sipping his ale.
A bartender serves customers with a greedy smile.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.

* S HP:Healthy MV:Tiring > You attempt to hide yourself.

* S HP:Healthy MV:Tiring > You silently approach your victim...

-=+**+=- -=+*
Etain makes a strange sound as you place a sharp, red stone dagger in her back!
Etain 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 Etain's death cry.

* S HP:Healthy MV:Tiring > ga
gs
[get all corpse]
You get a pair of lissome leather boots with metal capped toes from the corpse of Etain.
You get a set of darkly dyed leather leggings from the corpse of Etain.
You get a water skin from the corpse of Etain.
You get a soft leather pouch from the corpse of Etain.
You get a brightly-colored sash from the corpse of Etain.
You get a staff of sungwood from the corpse of Etain.
You get a silver Kandori wristcuff from the corpse of Etain.
You get a silver Kandori wristcuff from the corpse of Etain.
You get a pair of emerald-trimmed leather gloves from the corpse of Etain.
You get a pair of dyed leather armsleeves from the corpse of Etain.
You get an earthen brown mantle from the corpse of Etain.
You get a studded leather jerkin from the corpse of Etain.
You get a Kandori snowflake necklace from the corpse of Etain.
You get a Kandori snowflake necklace from the corpse of Etain.
You get a thick helmet of supple leather from the corpse of Etain.
You get an emerald ring from the corpse of Etain.
You get a jade signet ring from the corpse of Etain.

* S HP:Healthy MV:Tiring > Ahri narrates 'nothing happening?' Nope! nothing to see here!



Later....


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

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

-=+**+=- -=+*
Riva makes a strange sound as you place a sharp, red stone dagger in her back!
Riva 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 Riva's death cry.

* S HP:Hurt MV:Strong >
Merrick has arrived from the south.

* S HP:Hurt MV:Strong > gs
ga
[scalp corpse]
You lean over and sever the bloody head from the corpse of Riva.

* S HP:Hurt MV:Strong > Merrick nods in agreement.
[get all corpse]
You get a stable ticket from the corpse of Riva.
You get a pair of ornately tooled leather leggings from the corpse of Riva.
You get a strange fruit from the corpse of Riva.
You get a black pair of silver-tooled boots from the corpse of Riva.
You get a pair of earthen colored breeches from the corpse of Riva.
You get a small purse from the corpse of Riva.
You get a water skin from the corpse of Riva.
You get a belt with a buckle of cuendillar from the corpse of Riva.
You get a yew staff from the corpse of Riva.
You get a silver etched shield from the corpse of Riva.
You get a silver Kandori wristcuff from the corpse of Riva.
You get a silver Kandori wristcuff from the corpse of Riva.
You get a pair of slim riding gloves from the corpse of Riva.
You get a set of cloth sleeves from the corpse of Riva.
You get a bright red robe from the corpse of Riva.
You get a bearskin tunic from the corpse of Riva.
You get a shimmering pendant of obsidian from the corpse of Riva.
You get a shimmering pendant of obsidian from the corpse of Riva.





And finally while attempting to kill the Amyrlin...

* S HP:Scratched MV:Fresh > where
Rhian gets a package of iron rations.
Lazuris gets a package of iron rations.
Players in your Zone
--------------------
Reyne - A Four Way Intersection She pokes her head out of clan rent!
Anor - A Marble Hallway
Laik - A Marble Hallway
Kryzen - A Marble Hallway
Thaden - A Marble Hallway
Reven - A Marble Hallway
Daal - A Marble Hallway
Zerious - A Marble Hallway
Lazuris - A Marble Hallway
Hasp - A Marble Hallway
Rhian - A Marble Hallway
Viellain - A Marble Hallway
Merrick - A Marble Hallway

* S HP:Scratched MV:Fresh >
Rhian eats a package of iron rations.

* S HP:Scratched MV:Fresh >
Rhian says 'Thanks'
Viellain gets a mug of ale from an embroidered, cotton shoulder bag.

* S HP:Scratched MV:Fresh >
Viellain drinks water from a mug of ale.

d
* S HP:Scratched MV:Fresh > d
A Wide Marble Staircase
Flecked with rich colors from the earth and worn to a smooth polish by
countless years of use, this stairway has deep treads and at least three
people at a time could pass each other alongside easily. A decorative
balustrade carved with the ancient symbol of the Aes Sedai intertwined with
vines and leaves could prevent an accidental fall over the edge to the
floor far below.
[ obvious exits: U D ]
Up: Anor Lin'Dyelyn is standing here.
Down: A warder stands nearby, calm yet poised to leap into battle.

w
* S HP:Scratched MV:Full > w
On a Wide Marble Staircase
A set of stairs guarded by a carved railing against falls climbs to the
upper reaches of the White Tower itself. The steps are made of smooth
marble, and are wide and deep enough to allow several people to be upon
them at the same time. A narrow window set into the wall allows a panoramic
view of the lower sections of the White Tower, with Tar Valon stretching
far beyond to the river's edge. A small landing leads west into a hallway.
[ obvious exits: W U D ]
West: A warder stands here, ready for combat.
A warder stands nearby, calm yet poised to leap into battle.
A warder stands here, ready for combat.
A calm woman bathed in serenity seems to attract your attention.
A rudely confident woman with an ageless face walks by.
A calm woman bathed in serenity seems to attract your attention.
A rudely confident woman with an ageless face walks by.

* S HP:Scratched MV:Full > w
A Large Hallway
Off of the central stairwell, a large hallway continues to the west. The
floor of the hallway is tiled with two different patterns, a map of sorts
for those who live within the walls. The southern half of the floor is
tiled in plain white, while the northern half of the floor is tiled with a
mixture of white and all seven colors of the Ajahs banded together.
[ obvious exits: E W ]
East: A warder stands nearby, calm yet poised to leap into battle.
A warder stands here, ready for combat.
A striking woman stands here, seemingly ageless.
A rudely confident woman with an ageless face walks by.

* S HP:Scratched MV:Full > In the Novice and Accepted Quarters
The long hallway stretches to the east and the west, with bedrooms lining
both sides of the corridor. Tapestries cover the walls, their weaving
depicting scenes of the White Towers illustrious past. Lanterns hung from
intricately carved stone leaves and branches keep the hallway lit at all
hours of the night.
[ obvious exits: N E S W ]
East: A warder stands here, ready for combat.
South: A warder stands here, ready for combat.
West: Reyne Verenhald, Tower Accepted is standing here.

hide
backstab reyne
* S HP:Scratched MV:Full > A Four Way Intersection
The tiled pattern of the floor forms a cross shape in the form of a simple
compass. Hallways continue in all directions except the west, which is
blocked by a thick wooden chamber door.
[ obvious exits: N E S W ]
North: A rudely confident woman with an ageless face walks by.
South: A warder stands nearby, calm yet poised to leap into battle.
Reyne Verenhald, Tower Accepted is standing here.
A striking woman stands here, seemingly ageless.
A rudely confident woman with an ageless face walks by.

* S HP:Scratched MV:Full > You attempt to hide yourself.

* S HP:Scratched MV:Full > You silently approach your victim...

-=+**+=- -=+*
Reyne makes a strange sound as you place a sharp, red stone dagger in her back!
Reyne is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
You receive your share of experience...
Your first time! Was it good for you too?
Your blood freezes as you hear Reyne's death cry.

* S HP:Scratched MV:Full > ga
gs
e
[get all corpse]
You get a soft leather pouch from the corpse of Reyne.
You get a small purse from the corpse of Reyne.
You get a large slab of meat from the corpse of Reyne.
You get a piece of sandstone from the corpse of Reyne.
You get a shiny copper dagger from the corpse of Reyne.
You get a water skin from the corpse of Reyne.
You get a black pair of silver-tooled boots from the corpse of Reyne.
You get a divided riding skirt from the corpse of Reyne.
You get a brightly-colored sash from the corpse of Reyne.
You get a sturdy bamboo staff from the corpse of Reyne.
You get a silver Kandori wristcuff from the corpse of Reyne.
You get a silver Kandori wristcuff from the corpse of Reyne.
You get a pair of slim riding gloves from the corpse of Reyne.
You get a set of cloth sleeves from the corpse of Reyne.
You get a dress with colored bands at the hem from the corpse of Reyne.
You get a bearskin tunic from the corpse of Reyne.
You get a Kandori snowflake necklace from the corpse of Reyne.
You get a Kandori snowflake necklace from the corpse of Reyne.
You get a fine linen riding hood from the corpse of Reyne.
You get a great serpent ring from the corpse of Reyne.
You get an emerald ring from the corpse of Reyne.

* S HP:Scratched MV:Full > [scalp corpse]
You lean over and sever the bloody head from the corpse of Reyne.

Viellain
Posts: 141
Joined: Wed Sep 06, 2017 7:01 pm

Re: Stab Thread

Post by Viellain » Sat Mar 03, 2018 12:19 am

:)

Horror
Posts: 151
Joined: Sat Jul 04, 2015 3:56 pm
Location: UK

Re: Stab Thread

Post by Horror » Sat Mar 03, 2018 5:44 am

o S HP:Hurt MV:Winded > w
h
backstab h.human
Your heartbeat calms down more as you feel less panicked.
Road Through a Small Ravine
The road dips into the shallow ravine, winding its way down and utilizing
the easiest path for wagons and travellers. The road bends to the south,
and then back to the west, as it winds its way around a large rock. To the
north, the ravine extends on into the distance. To the east, the road runs
on into the green, rolling hills before it comes upon the city of Lugard.
[ obvious exits: N E S ]
East: A pilgrim journeys to an unknown shrine.
South: A cute brown deer eyes you nervously.
A raven is visible flying high in the sky.
A raven is visible flying high in the sky.

o S HP:Hurt MV:Tiring > [hide ]
You attempt to hide yourself.

o S HP:Hurt MV:Tiring > Backstab who?
*Ahri* has arrived from the north, riding a gray palfrey.
*Iden* has arrived from the north.
*Reyne* has arrived from the north.

* S HP:Hurt MV:Tiring >
*Ahri* leaves south riding a gray palfrey.
*Iden* leaves south.
*Reyne* leaves south.

o S HP:Hurt MV:Tiring > backstab h.human
Backstab who?

o S HP:Hurt MV:Tiring > s
h
backstab h.human
Road Encompassed by a Ravine
Some small scrub brush clings to the slopes trying to grow in the poor soil
which is dominated by three needle pines. The steep, rocky slopes make it
impossible to navigate down to the ravine to the south. To the north and
west, a road slowly makes its way into the ravine, picking the easiest way
for wagons and travelers. To the east, the hills roll gently and green
grassy plains interspersed with pine groves sway in a light breeze.
[ obvious exits: N E W ]
North: A raven is visible flying high in the sky.
*Reyne* is standing here.
*Iden* is standing here.
*Ahri* is standing here, riding a gray palfrey.
A cute brown deer eyes you nervously.
A young and strong buck is here, munching some grass.
A wild goat clambers over the rocks glaring at everything.
A cute brown deer eyes you nervously.
A three-needle pine stands here, swaying gently.

* S HP:Hurt MV:Tiring > [hide ]
You attempt to hide yourself.

You silently approach your victim...

+
*Iden* tries to smite you, but you deflect the blow.

-
*Iden* tries to smite you, but you parry successfully.
A brown deer leaves north.

+
*Ahri* says 'BCZP fokgJ'


*Reyne* makes a strange sound as you place a silver-winged basilard in her back!
Since April 15 2007 you've landed 10258 out of 19713 stabs (52% landed).
*Reyne* 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 *Reyne*'s death cry.
*Ahri* leaves east riding a gray palfrey.

* S HP:Hurt MV:Tiring - Iden: Wounded > flee

*Ahri* has arrived from the east, riding a gray palfrey.

Loomis
Posts: 309
Joined: Sun Apr 05, 2015 10:57 pm

Re: Stab Thread

Post by Loomis » Sat Mar 03, 2018 11:58 am

Saved by the Petra! Thanks :)

* S HP:Healthy MV:Tiring > The Blight
[ obvious exits: N S D ]
North: A raven is here flying around.
South: The corpse of a Dhai'mon trolloc is lying here.
A fresh chunk of meat has been recently cut from a kill.
Some thick-soled, heavy leather boots stand stiffly together.
A set of thin metal leggings is here.
A pair of hard leather half-gauntlets is on the ground here.
A shiny metal helmet lies to one side.
The corpse of a Dha'vol trolloc is lying here.
A short spear lies here on the ground. [2]
A highly burnished metal shield lies here. [2]
The corpse of a Ko'bal trolloc is lying here. [2]
The corpse of a rat is lying here. [4]
You sense a hidden life form in the area...

b
* S HP:Healthy MV:Tiring > [hide ]
You attempt to hide yourself.

* S HP:Healthy MV:Tiring > [backstab h.human]
Backstab who?

* S HP:Healthy MV:Tiring >
b
[backstab h.human]
Backstab who?

* S HP:Healthy MV:Tiring >
s;h;b
The Blight
[ obvious exits: N E S ]
North: You sense a hidden life form in the area...
The corpse of an Ahf'frait trolloc is lying here.
*Draz* is standing here, riding a gray palfrey.
*Petra* is standing here, riding a Domani razor.

* S HP:Healthy MV:Tiring > [hide ]
You attempt to hide yourself.

* S HP:Healthy MV:Tiring >
[backstab h.human]
You silently approach your victim...


-
A shrill piercing scream reverberates through the area.
A shrill piercing scream reverberates through the area.
A shrill piercing scream reverberates through the area.
A shrill piercing scream reverberates through the area.
*Draz* sniffs sadly.

=
+
*Draz* starts barreling down on you, a dark blue tasseled spear aimed at your chest.

*
*
*Petra* tries to whip you, but you deflect the blow.

+=
Gorigo has arrived from the north.

-
-=
+*

*Draz* makes a strange sound as you place a silver-winged basilard in his back!
*Draz* 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 *Draz*'s death cry.
*Petra* panics, and attempts to flee!

* S HP:Healthy MV:Tiring - Petra: Scratched >
*Petra* leaves south riding a Domani razor.

Petra
Posts: 268
Joined: Wed Feb 18, 2015 5:02 pm

Re: Stab Thread

Post by Petra » Sat Mar 03, 2018 12:52 pm

Hah, Draz and me were laughing at that.

He was talking about trying a charge, I was narrating about seeing you on scan. I'd hit a notice k h. as a matter of course after breaking spam, kinda slow to react to flee in time as I engaged, and then lagged the next room so didn't even get the loot!

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