Stab Thread

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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Lisette
Posts: 87
Joined: Sat Oct 03, 2015 3:19 pm

Re: Stab Thread

Post by Lisette » Mon Jan 16, 2023 11:32 pm

Thought my notice was on, it was not. Failed a kill h.dark before the stab landed.

Shinobi
Posts: 278
Joined: Sun May 24, 2015 3:05 pm

Re: Stab Thread

Post by Shinobi » Wed Jan 18, 2023 9:55 pm

You narrate 'ya him fleeing out of egate'

* S HP:Scratched MV:Tiring >
nar was bad
i
You narrate 'was bad'

l
* S HP:Scratched MV:Tiring > You are carrying:
a copper penny

* S HP:Scratched MV:Tiring >
Broken Path
Weeds and shrubs cover the path making the way a bit uncertain, lately
however an attempt has been made to clear things up a bit. Crumbling stones
line the ancient way while the wild grasses crunch under your feet. Small
glowing lanterns have been placed pair by pair along the path, which leads
to what appears to be the ruins of an old building. You can hear laughter
and music drifting from that direction.
[ obvious exits: N E S ]
Rhienn the Heart Guard is standing here, riding a gray palfrey.
Lord Badd the Sheriff is standing here, riding a dust-colored gelding.
Skylan the Under-lieutenant is standing here, riding a gray palfrey.
David of Manetheren is standing here, riding a dust-colored gelding.

* S HP:Scratched MV:Tiring >
l
Broken Path
Weeds and shrubs cover the path making the way a bit uncertain, lately
however an attempt has been made to clear things up a bit. Crumbling stones
line the ancient way while the wild grasses crunch under your feet. Small
glowing lanterns have been placed pair by pair along the path, which leads
to what appears to be the ruins of an old building. You can hear laughter
and music drifting from that direction.
[ obvious exits: N E S ]
Rhienn the Heart Guard is standing here, riding a gray palfrey.
Lord Badd the Sheriff is standing here, riding a dust-colored gelding.
Skylan the Under-lieutenant is standing here, riding a gray palfrey.
David of Manetheren is standing here, riding a dust-colored gelding.

* S HP:Scratched MV:Tiring >
h
Badd assumes a defensive striking posture.
[hide ]
You attempt to hide yourself.

* S HP:Scratched MV:Tiring >

David leaves south riding a dust-colored gelding.
You follow David.

Caemlyn Road by the Braem Wood
The footsteps of thousands of people, and their wagons, and their beasts,
is forever etched into the road's surface, marking the countless years of
use that this road has seen. Leading between Whitebridge and Caemlyn, the
Caemlyn Road is bordered by large farm fields to the northeast. To the
north a disused path makes its way off the road. It doesn't look as if
anyone has taken the path northwards in years.
[ obvious exits: N E S W ]
East: *Porka* is standing here.
David of Manetheren is standing here, riding a dust-colored gelding.
*Pugbert* is standing here.
*Greeve* is standing here.
*Alphamael* is standing here.
*Pibb* is standing here.
*Iorrek* is standing here.
*Vannor* is standing here, riding a shadow stallion.
*Vannor* is surrounded by a shimmering white aura!
Skylan has arrived from the north, riding a gray palfrey.
Badd has arrived from the north, riding a dust-colored gelding.
Rhienn has arrived from the north, riding a gray palfrey.
*Iorrek* crushes Rhienn's right arm.

* S HP:Scratched MV:Tiring >
*Pugbert* tries to hack David, but he parries successfully.
*Greeve* tries to blast Badd, but he deflects the blow.

ba vannor
* S HP:Scratched MV:Tiring >
*Alphamael* hacks Skylan's body.

* S HP:Scratched MV:Tiring >
You silently approach your victim...
*Pibb* nods in agreement.


-
Badd barely pierces *Greeve*'s head.
*Pibb* tries to pierce David, but he deflects the blow.

=
+
*Porka* has arrived from the east.

*
David narrates 'off'


*Pibb* tries to pierce David, but he parries successfully.
Skylan blasts *Alphamael*'s left arm.
Badd pierces *Greeve*'s left foot.
*Greeve* tries to blast Badd, but he parries successfully.
David slashes *Pugbert*'s right arm.
*Pugbert* tries to hack David, but he parries successfully.
Rhienn hacks *Iorrek*'s right arm hard.
David panics, and attempts to flee!

*
+
David leaves east riding a dust-colored gelding.

=
*Pibb* pierces Badd's head.

-
Rhienn panics, and attempts to flee!
*Vannor* strikes Skylan's right arm.
*Porka* crushes Rhienn's right leg hard.


Rhienn leaves north riding a gray palfrey.
*Porka* crushes Skylan's left arm.

-
Badd panics, and attempts to flee!
Skylan panics, and attempts to flee!

=
Badd leaves west riding a dust-colored gelding.
Skylan leaves south riding a gray palfrey.

+*
*Vannor* makes a strange sound as you place a silver-winged basilard in his back!
*Vannor* 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 *Vannor*'s death cry.
*Pugbert* tries to hack you, but you deflect the blow.

* S HP:Scratched MV:Tiring - Pugbert: Battered >
*Porka* crushes your body into bloody fragments!

* S HP:Hurt MV:Tiring - Pugbert: Battered >

*Porka* tries to crush you, but you deflect the blow.
*Pugbert* tries to hack you, but you parry successfully.

* S HP:Hurt MV:Tiring - Pugbert: Battered >
g all corpse
f
nar vannor rip

*Porka* gets a black pair of silver-tooled boots from the corpse of Vannor.
*Porka* gets a pair of earthen colored breeches from the corpse of Vannor.
*Porka* gets a belt with a buckle of cuendillar from the corpse of Vannor.
*Porka* gets an obsidian encrusted sungwood staff from the corpse of Vannor.
*Porka* gets a jeweled wristcuff from the corpse of Vannor.
*Porka* gets a jeweled wristcuff from the corpse of Vannor.
*Porka* gets a pair of slim riding gloves from the corpse of Vannor.
*Porka* gets a red fringed shawl from the corpse of Vannor.
*Porka* gets an embroidered, cotton shoulder bag from the corpse of Vannor.
*Porka* gets a coat bearing the ancient symbol of the Aes Sedai from the corpse of Vannor.
*Porka* gets a dark suede shirt rich with lace at the neck and cuffs from the corpse of Vannor.
*Porka* gets a shimmering pendant of obsidian from the corpse of Vannor.
*Porka* gets a shimmering pendant of obsidian from the corpse of Vannor.
*Porka* gets a camouflaged hood from the corpse of Vannor.
*Porka* gets a gold ring from the corpse of Vannor.
*Porka* gets a gold ring from the corpse of Vannor.

* S HP:Hurt MV:Tiring - Pugbert: Battered > The corpse of Vannor seems to be empty.

* S HP:Hurt MV:Tiring - Pugbert: Battered > You panic and attempt to flee!

You flee head over heels.
South Braem
You stand on the southern edge of the Caemlyn Road, which is just a few
steps to the north. To the south, a forest trail leads through some bushes
and meanders its way through the woods.
[ obvious exits: N S ]
A spotted jaguar opens its eyes lazily.
You narrate 'vannor rip'
David narrates 'try to get into wb'

* S HP:Hurt MV:Tiring >

*Porka* has arrived from the north.

* S HP:Hurt MV:Tiring >
Rhienn narrates 'taim is 2n pebble'

* S HP:Hurt MV:Tiring >
h

*Porka* leaves south.

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

pseudomonas
Posts: 23
Joined: Fri Jul 22, 2022 11:53 pm

Re: Stab Thread

Post by pseudomonas » Wed Jan 25, 2023 11:46 pm

uhhh massive engage all w elbow, relena in the unfavorable position of having to weave vs two dls.


back relena
* S HP:Wounded MV:Full >
Mikhan throws a fireball at *Draz*, who screams in pain.
You silently approach your victim...
Smaxx narrates 'eesh'
*Dixon* slashes Byrg's right arm.


-
*Elmer* has arrived from the south, riding a warhorse.

=
*Kiltwich* sends Mikhan sprawling with a powerful bash!
*Elmer* slashes Byrg's body with Striking the Spark.

+
*
Dismember panics, and attempts to flee!

*
Dismember leaves east. >>

+
*Daemon* tries to slash you, but you parry successfully.
*Ted* panics, and attempts to flee!
Smaxx has arrived from the east.
Axxye narrates 'let mobs buff'

=
Mikhan panics, and attempts to flee!
*Ted* leaves south riding a warhorse. vv
Smaxx pierces *Mouser*'s left arm.
*Draz* sends Mikhan sprawling with a powerful bash!

-
*Mouser* barely pounds Smaxx's body.
A ramshorned trolloc joins a hideous trolloc's fight!
Smaxx pierces *Mouser*'s body.
*Daemon* tries to slash you, but you deflect the blow.
*Jeyid* tries to pierce a ramshorned trolloc, but he deflects the blow.
*Elmer* slashes Byrg's body.
*Kiltwich* lances Mikhan's left leg very hard.
A hideous trolloc barely cleaves Kiltwich's left leg.
A ramshorned trolloc tries to slash Jeyid, but he dodges the attack.
*Draz* pounds Mikhan's body hard.
Axxye has arrived from the east, riding a shadow stallion.
Dismember has arrived from the east.


-
*Larnus* blasts Dismember's right leg.
*Weir* starts barreling down on Axxye, a partisan bearing the arms of Ghealdan aimed at his chest.

=
+*

You try to quietly draw a sharp, red stone dagger from a camouflaged hood.
*Relena* makes a strange sound as you place a sharp, red stone dagger in her back!
*Relena* 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!
*Draz* suddenly looks stricken by grief.
Your blood freezes as you hear *Relena*'s death cry.
*Ted* has arrived from the south, riding a warhorse.

Loret
Posts: 78
Joined: Thu Dec 30, 2021 10:37 am

Re: Stab Thread

Post by Loret » Thu Jan 26, 2023 8:47 am

always reminds me of a samurai when people draw then complete the stab haha.

Alita
Posts: 17
Joined: Sun Oct 24, 2021 10:24 am

Re: Stab Thread

Post by Alita » Fri Jan 27, 2023 8:59 pm

First pk session, first pkill :D

Forgotten Grove
Blankets of luscious green vegetation are everywhere. Huge trees shoot
high into the sky, and ancient oaks offer a soothing aroma. Thick bushes
and plants cover the ground, hiding a multitude of animal homes and their
nests. The wildlife thrives here, and peers at you intently, unknowing.
[ obvious exits: N E S W ]
Zone: Desolate Valley in the Spine
Forgotten Grove
The land surrounding here is covered in blankets of luscious green
vegetation and grass. The vines to the north block all view to and from
the outside world. Mountains rise up on all sides, protecting the grove
of any access or sight, save from the north. Enormous trees sprout high
into the sky, and animal life thrives heavily here.
[ obvious exits: N S ]
Zone: Desolate Valley in the Spine
Door north: hiddentrail
*Gorlock* is standing here.
Elmer tells you 'working my way there'

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

* S HP:Hurt MV:Winded > You silently approach your victim...
-=+**+=-
*Gorlock* blasts your left leg.
-
Ouch! It appears someone saw your sneak attack.

* S HP:Hurt MV:Winded - Gorlock: Battered >

You pierce *Gorlock*'s body.
*Gorlock* blasts your body.

f
n
hide
backstab h.dark
* S HP:Wounded MV:Winded - Gorlock: Battered >
PANIC! You couldn't escape!

* S HP:Wounded MV:Winded - Gorlock: Battered > No way! You're fighting for your life!

f
* S HP:Wounded MV:Winded - Gorlock: Battered > No way! You're fighting for your life!

n
hide
backstab h.dark
* S HP:Wounded MV:Winded - Gorlock: Battered > No way! You're fighting for your life!

* S HP:Wounded MV:Winded - Gorlock: Battered > You panic and attempt to flee!


*Gorlock* blasts your right arm.

You flee head over heels.
Forgotten Grove
Blankets of luscious green vegetation are everywhere. Huge trees shoot
high into the sky, and ancient oaks offer a soothing aroma. Thick bushes
and plants cover the ground, hiding a multitude of animal homes and their
nests. The wildlife thrives here, and peers at you intently, unknowing.
[ obvious exits: N E S W ]
Zone: Desolate Valley in the Spine
Forgotten Grove
The land surrounding here is covered in blankets of luscious green
vegetation and grass. The vines to the north block all view to and from
the outside world. Mountains rise up on all sides, protecting the grove
of any access or sight, save from the north. Enormous trees sprout high
into the sky, and animal life thrives heavily here.
[ obvious exits: N S ]
Zone: Desolate Valley in the Spine
Door north: hiddentrail
*Gorlock* is standing here.

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

* S HP:Wounded MV:Winded > You silently approach your victim...
-=+
*Gorlock* leaves south. vv
**+
=-
*Gorlock* has arrived from the south.
-=
+*
*Gorlock* makes a strange sound as you place a sharp, red stone dagger in his back!
*Gorlock* 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 *Gorlock*'s death cry.

Gizmo
Posts: 66
Joined: Thu Sep 22, 2016 6:30 pm

Re: Stab Thread

Post by Gizmo » Sat Feb 04, 2023 3:51 am

You have 277(377) hit and 237(237) movement points.
You have scored 87126851 experience points and 0 quest points.
You need 1373149 exp to reach the next level.
You have amassed 86 Turn points to date.
You have played 22 days and 19 hours (real time).
This ranks you as Gizmo the Queen of Aridhol (Level 46).
You are resting.

o HP:Wounded MV:Fresh >
The slab is opened from the other side.

o HP:Hurt MV:Fresh >
*Badd* has arrived from above. <--- was so playing a game on my phone lol

* HP:Hurt MV:Fresh >
*Badd* leaves north.

o HP:Hurt MV:Fresh >
*Badd* has arrived from the north.

* HP:Hurt MV:Fresh >
*Badd* leaves north.

o HP:Hurt MV:Fresh >
*Badd* has arrived from the north.

* HP:Hurt MV:Fresh >
*Badd* clumsily approaches you with a sharp, red stone dagger, but you fend off the attack. <-- rough

* HP:Hurt MV:Fresh - Badd: Wounded >
You try to pierce *Badd*, but he parries successfully.

* HP:Hurt MV:Fresh - Badd: Wounded >
You try to pierce *Badd*, but he deflects the blow.

* HP:Hurt MV:Fresh - Badd: Wounded >
You try to pierce *Badd*, but he deflects the blow.

* HP:Hurt MV:Fresh - Badd: Wounded >
You try to pierce *Badd*, but he deflects the blow.

* HP:Hurt MV:Fresh - Badd: Wounded >
You try to pierce *Badd*, but he parries successfully.
*Badd* tries to pierce you, but you parry successfully.

* HP:Hurt MV:Fresh - Badd: Wounded >
*Badd* panics, and attempts to flee!

* HP:Hurt MV:Fresh - Badd: Wounded >
*Badd* leaves north.

o HP:Hurt MV:Fresh >
*Badd* has arrived from the north.

* HP:Hurt MV:Fresh >
l
End of the Underground Tunnel
Here the tunnel is narrow, with the walls closing in on all sides
except the north. A stale, foul stench seems to waft from the tunnel
opening to the north, though a slight breeze of fresh air reaches this
dead-end in the tunnel, indicating an opening close by.
[ obvious exits: N U ]
Up: A gray palfrey prances skittishly nearby.
You sense a hidden life form in the area...

* HP:Hurt MV:Fresh >
north
Twist In the Tunnel
Here this underground tunnel twists to south and west. The east wall
seems to been made of a different rock type than the western wall and
the east wall is even more roughly carved than west wall which could
mean that the other type of rock is harder to carve.
[ obvious exits: S W ]
South: You sense a hidden life form in the area...

o HP:Hurt MV:Full >
sneak
Ok, you'll try to move silently for a while.

o S HP:Hurt MV:Full >
stat
You are a 251 year old female trolloc rogue.
Your height is 6 feet, 4 inches, and you weigh 190.0 lbs.
You are carrying 0.0 lbs and wearing 16.7 lbs, peanuts.
Your base abilities are: Str:18 Int:8 Wil:8 Dex:19 Con:18.
Offensive bonus: 148, Dodging bonus: 147, Parrying bonus: 142
Your mood is: Wimpy. You will flee below: 188 Hit Points
Your armor absorbs about 9% on average.

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

not
o S HP:Hurt MV:Full >
l
You stop paying increased attention to your surroundings.

o S HP:Hurt MV:Full > Twist In the Tunnel
Here this underground tunnel twists to south and west. The east wall
seems to been made of a different rock type than the western wall and
the east wall is even more roughly carved than west wall which could
mean that the other type of rock is harder to carve.
[ obvious exits: S W ]

o S HP:Hurt MV:Full >
not

*Badd* has arrived from the south.

l
* S HP:Hurt MV:Full > You start paying increased attention to your surroundings.

* S HP:Hurt MV:Full > Twist In the Tunnel
Here this underground tunnel twists to south and west. The east wall
seems to been made of a different rock type than the western wall and
the east wall is even more roughly carved than west wall which could
mean that the other type of rock is harder to carve.
[ obvious exits: S W ]
You sense a hidden life form in the area...

south
* S HP:Hurt MV:Full >
h
End of the Underground Tunnel
Here the tunnel is narrow, with the walls closing in on all sides
except the north. A stale, foul stench seems to waft from the tunnel
opening to the north, though a slight breeze of fresh air reaches this
dead-end in the tunnel, indicating an opening close by.
[ obvious exits: N U ]
North: *Badd* is standing here.
Up: A gray palfrey prances skittishly nearby.

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

o S HP:Hurt MV:Full > [backstab h.light]
Backstab who?

o S HP:Hurt MV:Full >
z
[backstab h.light]
Backstab who?

o S HP:Hurt MV:Full >
z
[backstab h.light]
Backstab who?

o S HP:Hurt MV:Full >
z
[backstab h.light]
Backstab who?

o S HP:Hurt MV:Full >
north
h
Twist In the Tunnel
Here this underground tunnel twists to south and west. The east wall
seems to been made of a different rock type than the western wall and
the east wall is even more roughly carved than west wall which could
mean that the other type of rock is harder to carve.
[ obvious exits: S W ]
You sense a hidden life form in the area...

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

* S HP:Hurt MV:Full > [backstab h.light]
You silently approach your victim...

-=+**+=
*Badd* leaves south.

- -=
south
+
h
*
Backstab who?

o S HP:Hurt MV:Full >
z
End of the Underground Tunnel
Here the tunnel is narrow, with the walls closing in on all sides
except the north. A stale, foul stench seems to waft from the tunnel
opening to the north, though a slight breeze of fresh air reaches this
dead-end in the tunnel, indicating an opening close by.
[ obvious exits: N U ]
Up: A gray palfrey prances skittishly nearby.
*Badd* is standing here.

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

* S HP:Hurt MV:Full > [backstab h.light]
You silently approach your victim...

-=+**+=-
*Badd* leaves north.

-=+*
Backstab who?

o S HP:Hurt MV:Fresh >
north
h
Twist In the Tunnel
Here this underground tunnel twists to south and west. The east wall
seems to been made of a different rock type than the western wall and
the east wall is even more roughly carved than west wall which could
mean that the other type of rock is harder to carve.
[ obvious exits: S W ]
You sense a hidden life form in the area...

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

* S HP:Hurt MV:Full > [backstab h.light]
You silently approach your victim...

-=+**
*Badd* leaves south.

+
south
=
h
-

Cancelled.
End of the Underground Tunnel
Here the tunnel is narrow, with the walls closing in on all sides
except the north. A stale, foul stench seems to waft from the tunnel
opening to the north, though a slight breeze of fresh air reaches this
dead-end in the tunnel, indicating an opening close by.
[ obvious exits: N U ]
Up: A gray palfrey prances skittishly nearby.
*Badd* is standing here.

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

* S HP:Hurt MV:Full >
z
[backstab h.light]
You silently approach your victim...

-=+**+=- -
*Badd* clumsily approaches you with a sharp, red stone dagger, but you fend off the attack.

=+*
You try to pierce *Badd*, but he deflects the blow.
You can't backstab a fighting person, too alert!

* S HP:Hurt MV:Full - Badd: Hurt >
f
You panic and attempt to flee!

south

You flee head over heels.
Barren Plains
This plain is almost completely devoid of any plant life but a few
scrub plants can be seen clinging to life and refusing to die. A strange
faint smell is hanging in the air creating an unpleasant atmosphere.
[ obvious exits: N E W D ]
A gray palfrey prances skittishly nearby.

o S HP:Hurt MV:Full > Alas, you cannot go that way...

o S HP:Hurt MV:Full >
north
The Wastelands
The ground is sandy and dry. Every stamp raises a cloud of dust to the
air which dirties clothes and gear. Not far in the northeast lies a small
wooden cottage. To the east can be seen the only tree around here.
[ obvious exits: N E S W ]
A giant scorpion curls its jointed tail in preparation to attack.

o S HP:Hurt MV:Full >
south
Barren Plains
This plain is almost completely devoid of any plant life but a few
scrub plants can be seen clinging to life and refusing to die. A strange
faint smell is hanging in the air creating an unpleasant atmosphere.
[ obvious exits: N E W D ]
A gray palfrey prances skittishly nearby.

o S HP:Hurt MV:Full >
down
h
End of the Underground Tunnel
Here the tunnel is narrow, with the walls closing in on all sides
except the north. A stale, foul stench seems to waft from the tunnel
opening to the north, though a slight breeze of fresh air reaches this
dead-end in the tunnel, indicating an opening close by.
[ obvious exits: N U ]
Up: A gray palfrey prances skittishly nearby.
*Badd* is standing here.

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

* S HP:Hurt MV:Full > [backstab h.light]
You silently approach your victim...

north

h
z
Cancelled.
Twist In the Tunnel
Here this underground tunnel twists to south and west. The east wall
seems to been made of a different rock type than the western wall and
the east wall is even more roughly carved than west wall which could
mean that the other type of rock is harder to carve.
[ obvious exits: S W ]
South: *Badd* is standing here.

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

o S HP:Hurt MV:Strong > [backstab h.light]
Backstab who?

o S HP:Hurt MV:Strong >
z
[backstab h.light]
Backstab who?

o S HP:Hurt MV:Strong >
z
[backstab h.light]
Backstab who?

o S HP:Hurt MV:Strong >
z
[backstab h.light]
Backstab who?

o S HP:Hurt MV:Strong >
south
h
End of the Underground Tunnel
Here the tunnel is narrow, with the walls closing in on all sides
except the north. A stale, foul stench seems to waft from the tunnel
opening to the north, though a slight breeze of fresh air reaches this
dead-end in the tunnel, indicating an opening close by.
[ obvious exits: N U ]
Up: You sense a hidden life form in the area...

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

o S HP:Hurt MV:Strong > [backstab h.light]
Backstab who?

o S HP:Hurt MV:Strong >
*Badd* has arrived from above.

z
* S HP:Hurt MV:Strong > [backstab h.light]
You silently approach your victim...

-=+**
*Badd* leaves north.

+=- -=+*
Backstab who?

o S HP:Hurt MV:Strong >
close slab
Ok.

o S HP:Hurt MV:Strong >
north
h
Twist In the Tunnel
Here this underground tunnel twists to south and west. The east wall
seems to been made of a different rock type than the western wall and
the east wall is even more roughly carved than west wall which could
mean that the other type of rock is harder to carve.
[ obvious exits: S W ]
You sense a hidden life form in the area...

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

* S HP:Hurt MV:Strong > [backstab h.light]
You silently approach your victim...

-=+*
south
*
h
Cancelled.
End of the Underground Tunnel
Here the tunnel is narrow, with the walls closing in on all sides
except the north. A stale, foul stench seems to waft from the tunnel
opening to the north, though a slight breeze of fresh air reaches this
dead-end in the tunnel, indicating an opening close by.
[ obvious exits: N U ]
North: *Badd* is standing here.

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

o S HP:Hurt MV:Strong > [backstab h.light]
Backstab who?

o S HP:Hurt MV:Strong >
z
[backstab h.light]
Backstab who?

o S HP:Hurt MV:Strong >
z
[backstab h.light]
Backstab who?

o S HP:Hurt MV:Strong >
z
[backstab h.light]
Backstab who?

o S HP:Hurt MV:Strong >
z
[backstab h.light]
Backstab who?

o S HP:Hurt MV:Strong >
z
[backstab h.light]
Backstab who?

o S HP:Hurt MV:Tiring >
stat
You are a 251 year old female trolloc rogue.
Your height is 6 feet, 4 inches, and you weigh 190.0 lbs.
You are carrying 0.0 lbs and wearing 16.7 lbs, peanuts.
Your base abilities are: Str:18 Int:8 Wil:8 Dex:19 Con:18.
Offensive bonus: 148, Dodging bonus: 147, Parrying bonus: 142
Your mood is: Wimpy. You will flee below: 188 Hit Points
Your armor absorbs about 9% on average.

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

o S HP:Hurt MV:Tiring >
north
h
Twist In the Tunnel
Here this underground tunnel twists to south and west. The east wall
seems to been made of a different rock type than the western wall and
the east wall is even more roughly carved than west wall which could
mean that the other type of rock is harder to carve.
[ obvious exits: S W ]
You sense a hidden life form in the area...

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

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

-=+**+=-
south
Cancelled.
End of the Underground Tunnel
Here the tunnel is narrow, with the walls closing in on all sides
except the north. A stale, foul stench seems to waft from the tunnel
opening to the north, though a slight breeze of fresh air reaches this
dead-end in the tunnel, indicating an opening close by.
[ obvious exits: N U ]
North: You sense a hidden life form in the area...

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

o S HP:Hurt MV:Tiring > [backstab h.light]
Backstab who?

o S HP:Hurt MV:Tiring >
z
[backstab h.light]
Backstab who?

o S HP:Hurt MV:Tiring >
z
[backstab h.light]
Backstab who?

o S HP:Hurt MV:Tiring >
z
[backstab h.light]
Backstab who?

o S HP:Hurt MV:Tiring >
sc
You have 337(377) hit and 161(237) movement points.
You have scored 87125529 experience points and 0 quest points.
You need 1374471 exp to reach the next level.
You have amassed 86 Turn points to date.
You have played 22 days and 19 hours (real time).
This ranks you as Gizmo the Queen of Aridhol (Level 46).
You are standing.

o S HP:Hurt MV:Tiring >
north
h
z
Twist In the Tunnel
Here this underground tunnel twists to south and west. The east wall
seems to been made of a different rock type than the western wall and
the east wall is even more roughly carved than west wall which could
mean that the other type of rock is harder to carve.
[ obvious exits: S W ]
You sense a hidden life form in the area...

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

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

-=+**+=- -=+*
Ooops. Your clumsy execution broadcasts your intentions.

* S HP:Hurt MV:Tiring - Badd: Hurt >
You swiftly dodge *Badd*'s attempt to pierce you.
*Badd* tries to pierce you, but you parry successfully.

* S HP:Hurt MV:Tiring - Badd: Hurt >
*Badd* tries to pierce you, but you dodge the attack.

* S HP:Hurt MV:Tiring - Badd: Hurt >
*Badd* tries to pierce you, but you dodge the attack.

* S HP:Hurt MV:Tiring - Badd: Hurt >
snicker

You swiftly dodge *Badd*'s attempt to pierce you.
You try to pierce *Badd*, but he parries successfully.

* S HP:Scratched MV:Strong - Badd: Hurt > You snicker softly.

* S HP:Scratched MV:Strong - Badd: Hurt >
You try to pierce *Badd*, but he parries successfully.

* S HP:Scratched MV:Strong - Badd: Hurt >
l badd
You do not see that here.

* S HP:Scratched MV:Strong - Badd: Hurt >
*Badd* tries to pierce you, but you deflect the blow.
You pierce *Badd*'s left leg.

* S HP:Scratched MV:Strong - Badd: Hurt >
*Badd* panics, and attempts to flee!

* S HP:Scratched MV:Strong - Badd: Hurt >
*Badd* leaves west.
*Badd* has arrived from the west.

* S HP:Scratched MV:Strong >
l h.badd

Badd has some small wounds and bruises.

*Badd* is using:
<used as light> a torch
<worn on head> a rimmed round helmet
<worn around neck> a shimmering chain of gold
<worn around neck> a Kandori snowflake necklace
<worn about body> a scandalous dress
<slung on back> a backpack
<worn on hands> a sturdy pair of full leather gauntlets
<worn around wrist> a silver Kandori wristcuff
<worn around wrist> a silver Kandori wristcuff
<worn as shield> a silver etched shield (used)
<wielded> a sharp, red stone dagger
<worn on legs> a set of riveted chainmail leggings
<worn on feet> a pair of lissome leather boots with metal capped toes

You attempt to peek at the inventory:
a wealth of gold crowns (157)
twelve copper pennys
a yew staff

* S HP:Scratched MV:Strong >
south
End of the Underground Tunnel
Here the tunnel is narrow, with the walls closing in on all sides
except the north. A stale, foul stench seems to waft from the tunnel
opening to the north, though a slight breeze of fresh air reaches this
dead-end in the tunnel, indicating an opening close by.
[ obvious exits: N U ]
North: You sense a hidden life form in the area...

h
o S HP:Scratched MV:Strong >
z
[hide ]
You attempt to hide yourself.

o S HP:Scratched MV:Strong > [backstab h.light]
Backstab who?

o S HP:Scratched MV:Strong >
z
[backstab h.light]
Backstab who?

o S HP:Scratched MV:Strong >
z
[backstab h.light]
Backstab who?
*Badd* has arrived from the north.

* S HP:Scratched MV:Strong >
z
[backstab h.light]
You silently approach your victim...

-=+**+
*Badd* tries to pierce you, but you dodge the attack.

=- -=+*
You can't backstab a fighting person, too alert!

* S HP:Scratched MV:Strong - Badd: Hurt >
where
You try to pierce *Badd*, but he deflects the blow.
*Badd* tries to pierce you, but you dodge the attack.
Players in your Zone
--------------------
Gizmo - End of the Underground Tunnel

* S HP:Scratched MV:Strong - Badd: Hurt >
*Badd* panics, and attempts to flee!

* S HP:Scratched MV:Strong - Badd: Hurt >
*Badd* leaves north.
*Badd* has arrived from the north.

* S HP:Scratched MV:Strong >
north
Twist In the Tunnel
Here this underground tunnel twists to south and west. The east wall
seems to been made of a different rock type than the western wall and
the east wall is even more roughly carved than west wall which could
mean that the other type of rock is harder to carve.
[ obvious exits: S W ]
South: You sense a hidden life form in the area...

o S HP:Scratched MV:Strong >
h
z
[hide ]
You attempt to hide yourself.

o S HP:Scratched MV:Strong > [backstab h.light]
Backstab who?

o S HP:Scratched MV:Strong >
z
[backstab h.light]
Backstab who?

o S HP:Scratched MV:Tiring >
z
[backstab h.light]
Backstab who?

south
o S HP:Scratched MV:Tiring >
h
z
End of the Underground Tunnel
Here the tunnel is narrow, with the walls closing in on all sides
except the north. A stale, foul stench seems to waft from the tunnel
opening to the north, though a slight breeze of fresh air reaches this
dead-end in the tunnel, indicating an opening close by.
[ obvious exits: N U ]
You sense a hidden life form in the area...

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

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

-=+*
*Badd* leaves north.

*+=- -=+*
Backstab who?

o S HP:Scratched MV:Tiring >
north
h
Twist In the Tunnel
Here this underground tunnel twists to south and west. The east wall
seems to been made of a different rock type than the western wall and
the east wall is even more roughly carved than west wall which could
mean that the other type of rock is harder to carve.
[ obvious exits: S W ]

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

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

-=+**+=- -=+*
*Badd* makes a strange sound as you place a sharp, red stone dagger in his back!
*Badd* panics, and attempts to flee!

* S HP:Scratched MV:Tiring - Badd: Critical >
*Badd* leaves south.

o S HP:Scratched MV:Tiring >
south
3
3

*Badd* has arrived from the south.

* S HP:Scratched MV:Tiring > End of the Underground Tunnel
Here the tunnel is narrow, with the walls closing in on all sides
except the north. A stale, foul stench seems to waft from the tunnel
opening to the north, though a slight breeze of fresh air reaches this
dead-end in the tunnel, indicating an opening close by.
[ obvious exits: N U ]
North: *Badd* is standing here.

o S HP:Scratched MV:Tiring > [k light]
They aren't here.

o S HP:Scratched MV:Tiring > [k light]
They aren't here.

o S HP:Scratched MV:Tiring >
north
Twist In the Tunnel
Here this underground tunnel twists to south and west. The east wall
seems to been made of a different rock type than the western wall and
the east wall is even more roughly carved than west wall which could
mean that the other type of rock is harder to carve.
[ obvious exits: S W ]

3
o S HP:Scratched MV:Tiring > [k light]
They aren't here.

o S HP:Scratched MV:Tiring >
south
End of the Underground Tunnel
Here the tunnel is narrow, with the walls closing in on all sides
except the north. A stale, foul stench seems to waft from the tunnel
opening to the north, though a slight breeze of fresh air reaches this
dead-end in the tunnel, indicating an opening close by.
[ obvious exits: N U ]

up
o S HP:Scratched MV:Tiring > The slab seems to be closed.

o S HP:Scratched MV:Tiring >
north
west
north
Twist In the Tunnel
Here this underground tunnel twists to south and west. The east wall
seems to been made of a different rock type than the western wall and
the east wall is even more roughly carved than west wall which could
mean that the other type of rock is harder to carve.
[ obvious exits: S W ]

o S HP:Scratched MV:Tiring >
north
Curve In the Tunnel
The tight tunnel bends to the west, north and east here. The ceiling
seems to be getting lower and walls narrower to the west. A strange
sound, almost moaning can be heard time to time from distance.
[ obvious exits: N E W ]
West: A mutated beast crouches here, all teeth and claws.

o S HP:Scratched MV:Tiring > Underground Tunnel
The tunnel runs north and south here. The ceiling is so low that you
need to bend to go further but it is big enough for you to squeeze
through. This and the closeness of the walls create a very
claustrophobic atmosphere.
[ obvious exits: N S ]
North: A spider-legged beast is here, most of it teeth.

up
o S HP:Scratched MV:Tiring > Underground Tunnel
Here starts a tunnel which leads to the basement of the cottage and
deeper to the underground tunnel. This tunnel was obviously made in
a hurry due the rough marks of digging on the walls and the
narrowness of the tunnel.
[ obvious exits: N S W ]
North: *Badd* is standing here.
A spider-legged beast is here, most of it teeth.

o S HP:Scratched MV:Tiring > Alas, you cannot go that way...

o S HP:Scratched MV:Tiring >
A gaping maw tries to hit you, but you deflect the blow.

o S HP:Scratched MV:Tiring - a gaping maw: Healthy >
north
3
No way! You're fighting for your life!
*Badd* has arrived from the north.

* S HP:Scratched MV:Tiring - a gaping maw: Healthy > [k light]
You do the best you can!

f
* S HP:Scratched MV:Tiring - a gaping maw: Healthy > You panic and attempt to flee!


You flee head over heels.
Unfinished Basement
This basement is small and damp. The walls are roughly carved and it
seems that the room is not even finished yet. To the south opens a
small tunnel to complete darkness. There is a burnt-out torch hanging
on the wall partly eaten by termites. A cold breeze flows in from the
south.
[ obvious exits: S U ]
South: *Badd* is standing here.

o S HP:Scratched MV:Tiring >
south
3
Underground Tunnel
Here starts a tunnel which leads to the basement of the cottage and
deeper to the underground tunnel. This tunnel was obviously made in
a hurry due the rough marks of digging on the walls and the
narrowness of the tunnel.
[ obvious exits: N S W ]
South: *Badd* is standing here.
A spider-legged beast is here, most of it teeth.

o S HP:Scratched MV:Tiring > [k light]
They aren't here.

o S HP:Scratched MV:Tiring >
south
south
east
Underground Tunnel
The tunnel runs north and south here. The ceiling is so low that you
need to bend to go further but it is big enough for you to squeeze
through. This and the closeness of the walls create a very
claustrophobic atmosphere.
[ obvious exits: N S ]
North: A spider-legged beast is here, most of it teeth.
South: *Badd* is standing here.

south
o S HP:Scratched MV:Tiring > Curve In the Tunnel
The tight tunnel bends to the west, north and east here. The ceiling
seems to be getting lower and walls narrower to the west. A strange
sound, almost moaning can be heard time to time from distance.
[ obvious exits: N E W ]
West: A mutated beast crouches here, all teeth and claws.
*Badd* is standing here.
*Badd* leaves east.

o S HP:Scratched MV:Tiring >
3
Twist In the Tunnel
Here this underground tunnel twists to south and west. The east wall
seems to been made of a different rock type than the western wall and
the east wall is even more roughly carved than west wall which could
mean that the other type of rock is harder to carve.
[ obvious exits: S W ]
*Badd* is standing here.
*Badd* leaves south.

o S HP:Scratched MV:Tiring >
3
End of the Underground Tunnel
Here the tunnel is narrow, with the walls closing in on all sides
except the north. A stale, foul stench seems to waft from the tunnel
opening to the north, though a slight breeze of fresh air reaches this
dead-end in the tunnel, indicating an opening close by.
[ obvious exits: N U ]
*Badd* is standing here.

* S HP:Scratched MV:Tiring > [k light]
You pierce *Badd*'s body.
*Badd* panics, and attempts to flee!

* S HP:Scratched MV:Tiring - Badd: Critical > [k light]
You do the best you can!

* S HP:Scratched MV:Tiring - Badd: Critical >
You try to pierce *Badd*, but he deflects the blow.

* S HP:Scratched MV:Tiring - Badd: Critical >
3

*Badd* leaves north.

3
o S HP:Scratched MV:Tiring > [k light]
They aren't here.

o S HP:Scratched MV:Tiring > [k light]
They aren't here.

q
o S HP:Scratched MV:Tiring >
north
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 113 hit points.

3
o S HP:Scratched MV:Tiring >
3
Twist In the Tunnel
Here this underground tunnel twists to south and west. The east wall
seems to been made of a different rock type than the western wall and
the east wall is even more roughly carved than west wall which could
mean that the other type of rock is harder to carve.
[ obvious exits: S W ]
*Badd* is standing here.

* S HP:Scratched MV:Tiring >

[k light]
You try to pierce *Badd*, but he parries successfully.

* S HP:Scratched MV:Tiring - Badd: Critical > [k light]
You do the best you can!

* S HP:Scratched MV:Tiring - Badd: Critical >
3
3
*Badd* tries to pierce you, but you deflect the blow.
You try to pierce *Badd*, but he deflects the blow.
[k light]
You do the best you can!

* S HP:Scratched MV:Tiring - Badd: Critical >
3
[k light]
You do the best you can!
*Badd* panics, and attempts to flee!

* S HP:Scratched MV:Tiring - Badd: Critical > [k light]
You do the best you can!

* S HP:Scratched MV:Tiring - Badd: Critical >
3
3
[k light]
You do the best you can!

* S HP:Scratched MV:Tiring - Badd: Critical > [k light]
You do the best you can!

* S HP:Scratched MV:Tiring - Badd: Critical >
*Badd* leaves south.

3
o S HP:Scratched MV:Tiring >
3
south
[k light]
They aren't here.

o S HP:Scratched MV:Tiring >
3
[k light]
They aren't here.

o S HP:Scratched MV:Tiring >
3
End of the Underground Tunnel
Here the tunnel is narrow, with the walls closing in on all sides
except the north. A stale, foul stench seems to waft from the tunnel
opening to the north, though a slight breeze of fresh air reaches this
dead-end in the tunnel, indicating an opening close by.
[ obvious exits: N U ]
*Badd* is standing here.

* S HP:Scratched MV:Tiring > [k light]
You try to pierce *Badd*, but he deflects the blow.

* S HP:Scratched MV:Tiring - Badd: Critical > You swiftly dodge *Badd*'s attempt to pierce you.
You try to pierce *Badd*, but he parries successfully.
[k light]
You do the best you can!

* S HP:Scratched MV:Tiring - Badd: Critical >
*Badd* panics, and attempts to flee!

* S HP:Scratched MV:Tiring - Badd: Critical >
close slab
It's already closed!

3
* S HP:Scratched MV:Tiring - Badd: Critical >
3
[k light]
You do the best you can!

* S HP:Scratched MV:Tiring - Badd: Critical > *Badd* tries to pierce you, but you dodge the attack.
You try to pierce *Badd*, but he parries successfully.
[k light]
You do the best you can!

3
* S HP:Scratched MV:Tiring - Badd: Critical >
3
You swiftly dodge *Badd*'s attempt to pierce you.
You barely pierce *Badd*'s right hand.
*Badd* panics, and attempts to flee!
[k light]
You do the best you can!

* S HP:Scratched MV:Tiring - Badd: Critical > [k light]
You do the best you can!

3
* S HP:Scratched MV:Tiring - Badd: Critical >
3
[k light]
You do the best you can!

* S HP:Scratched MV:Tiring - Badd: Critical > [k light]
You do the best you can!

* S HP:Scratched MV:Tiring - Badd: Critical >
q

*Badd* leaves north.
*Badd* has arrived from the north.

3
* S HP:Scratched MV:Tiring >
3
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 113 hit points.

* S HP:Scratched MV:Tiring > [k light]
You try to pierce *Badd*, but he parries successfully.

* S HP:Scratched MV:Tiring - Badd: Critical > [k light]
You do the best you can!

* S HP:Scratched MV:Tiring - Badd: Critical >
*Badd* tries to pierce you, but you deflect the blow.
You try to pierce *Badd*, but he parries successfully.

* S HP:Scratched MV:Tiring - Badd: Critical >
*Badd* panics, and attempts to flee!

* S HP:Scratched MV:Tiring - Badd: Critical >
3
3
[k light]
You do the best you can!
*Badd* panics, and attempts to flee!

3
* S HP:Scratched MV:Tiring - Badd: Critical > [k light]
You do the best you can!

* S HP:Scratched MV:Tiring - Badd: Critical > [k light]
You do the best you can!

3
* S HP:Scratched MV:Tiring - Badd: Critical >
3
3
q
You try to pierce *Badd*, but he deflects the blow.
Your heartbeat calms down more as you feel less panicked.
[k light]
You do the best you can!

3
* S HP:Scratched MV:Tiring - Badd: Critical >
3
[k light]
You do the best you can!

* S HP:Scratched MV:Tiring - Badd: Critical >

You try to pierce *Badd*, but he parries successfully.
[k light]
You do the best you can!

* S HP:Scratched MV:Tiring - Badd: Critical > [change mood brave]
Mood changed to: Brave
Wimpy reset to: 113 hit points.

* S HP:Scratched MV:Tiring - Badd: Critical > [k light]
You do the best you can!

* S HP:Scratched MV:Tiring - Badd: Critical > [k light]
You do the best you can!

* S HP:Scratched MV:Tiring - Badd: Critical >
*Badd* leaves north.

o S HP:Scratched MV:Tiring >
3
3
north
[k light]
They aren't here.

o S HP:Scratched MV:Tiring >

[k light]
They aren't here.

o S HP:Scratched MV:Tiring >
3
Twist In the Tunnel
Here this underground tunnel twists to south and west. The east wall
seems to been made of a different rock type than the western wall and
the east wall is even more roughly carved than west wall which could
mean that the other type of rock is harder to carve.
[ obvious exits: S W ]

o S HP:Scratched MV:Tiring >
west
o S HP:Scratched MV:Tiring >
north
[k light]
They aren't here.

north
o S HP:Scratched MV:Tiring > Curve In the Tunnel
The tight tunnel bends to the west, north and east here. The ceiling
seems to be getting lower and walls narrower to the west. A strange
sound, almost moaning can be heard time to time from distance.
[ obvious exits: N E W ]
West: A mutated beast crouches here, all teeth and claws.

o S HP:Scratched MV:Tiring >
3
Underground Tunnel
The tunnel runs north and south here. The ceiling is so low that you
need to bend to go further but it is big enough for you to squeeze
through. This and the closeness of the walls create a very
claustrophobic atmosphere.
[ obvious exits: N S ]
North: A spider-legged beast is here, most of it teeth.

3
o S HP:Scratched MV:Tiring >
3
Underground Tunnel
Here starts a tunnel which leads to the basement of the cottage and
deeper to the underground tunnel. This tunnel was obviously made in
a hurry due the rough marks of digging on the walls and the
narrowness of the tunnel.
[ obvious exits: N S W ]
North: *Badd* is standing here.
A spider-legged beast is here, most of it teeth.

o S HP:Scratched MV:Tiring > [k light]
They aren't here.

o S HP:Scratched MV:Tiring > [k light]
They aren't here.

north
o S HP:Scratched MV:Tiring > [k light]
They aren't here.

3
o S HP:Scratched MV:Tiring >
3
Unfinished Basement
This basement is small and damp. The walls are roughly carved and it
seems that the room is not even finished yet. To the south opens a
small tunnel to complete darkness. There is a burnt-out torch hanging
on the wall partly eaten by termites. A cold breeze flows in from the
south.
[ obvious exits: S U ]
South: A spider-legged beast is here, most of it teeth.
*Badd* is standing here.
*Badd* opens the hatch.

* S HP:Scratched MV:Tiring > [k light]
You try to pierce *Badd*, but he parries successfully.

* S HP:Scratched MV:Tiring - Badd: Critical > [k light]
You do the best you can!

* S HP:Scratched MV:Tiring - Badd: Critical >
*Badd* tries to pierce you, but you dodge the attack.
You try to pierce *Badd*, but he parries successfully.

* S HP:Scratched MV:Tiring - Badd: Critical >
*Badd* panics, and attempts to flee!

* S HP:Scratched MV:Tiring - Badd: Critical >
close hatch
You try to pierce *Badd*, but he parries successfully.
Ok.

3
* S HP:Scratched MV:Tiring - Badd: Critical >
3

*Badd* leaves south.

o S HP:Scratched MV:Tiring > [k light]
They aren't here.

o S HP:Scratched MV:Tiring > [k light]
They aren't here.
*Badd* has arrived from the south.

* S HP:Scratched MV:Tiring >
3
3
[k light]
You pierce *Badd*'s right leg hard.
*Badd* panics, and attempts to flee!

* S HP:Scratched MV:Tiring - Badd: Critical > [k light]
You do the best you can!

* S HP:Scratched MV:Tiring - Badd: Critical >
q
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 113 hit points.
*Badd* opens the hatch.

3
* S HP:Scratched MV:Tiring - Badd: Critical >
3
3
[k light]
You do the best you can!

3
* S HP:Scratched MV:Tiring - Badd: Critical > [k light]
You do the best you can!

3
* S HP:Scratched MV:Tiring - Badd: Critical > *Badd* tries to pierce you, but you dodge the attack.
You try to pierce *Badd*, but he parries successfully.
[k light]
You do the best you can!
*Badd* panics, and attempts to flee!

* S HP:Scratched MV:Tiring - Badd: Critical > [k light]
You do the best you can!

* S HP:Scratched MV:Tiring - Badd: Critical > [k light]
You do the best you can!

* S HP:Scratched MV:Tiring - Badd: Critical >
You barely pierce *Badd*'s right leg.

* S HP:Scratched MV:Tiring - Badd: Critical >
close hatch

*Badd* leaves south.
*Badd* has arrived from the south.

* S HP:Scratched MV:Tiring > Ok.
*Badd* opens the hatch.

* S HP:Scratched MV:Tiring >
*Badd* leaves up.

o S HP:Scratched MV:Tiring >
3
[k light]
They aren't here.

o S HP:Scratched MV:Tiring >
up
3
By the Ruins
Only bricks, wood and dust remain of the tall building which once rose in
this spot. Stairs rise but a few feet before ending in the midair and
remains of a table can be seen among the ruckus.
[ obvious exits: N D ]
North: A rat scurries around trying to get out of sight.
*Badd* is standing here.
*Badd* leaves north.

* S HP:Scratched MV:Tiring > [k light]
They aren't here.

north
* S HP:Scratched MV:Tiring >
3
Before Ruins in the Wasteland
A path has been cleared here to lead through the wasteland. Only pieces
remain of the pavement which once covered the small path, and not much more
is left of the building to which it leads.
[ obvious exits: N E S W ]
A rat scurries around trying to get out of sight.
A long-eared rabbit is here, looking quite sick.
A trolloc is here, exhorting a group of trolloc raiders.

* S HP:Scratched MV:Tiring >
north
[k light]
They aren't here.

north
* S HP:Scratched MV:Tiring >
north
Eastern Path
This path winds its way through the mountainous terrain. It appears quite wide
and well travelled, suggesting that a settlement must be near. The path bends
to the north and east here, all other travel is obscured by the black granite
of the Mountains of Dhoom.
[ obvious exits: N E S ]
*Badd* is standing here.

* S HP:Scratched MV:Tiring > East Path
This path continues to the south and west, winding its way through the jagged
edges of the mountains. The path appears to be quite worn, and well travelled.
[ obvious exits: S W ]

* S HP:Scratched MV:Tiring > Alas, you cannot go that way...

* S HP:Scratched MV:Tiring >
3
[k light]
They aren't here.
*Badd* has arrived from the south.

* S HP:Scratched MV:Tiring >
3
3
[k light]
You try to pierce *Badd*, but he deflects the blow.

* S HP:Scratched MV:Tiring - Badd: Critical > [k light]
You do the best you can!

* S HP:Scratched MV:Tiring - Badd: Critical >
*Badd* tries to pierce you, but you deflect the blow.
You try to pierce *Badd*, but he parries successfully.
*Badd* tries to pierce you, but you dodge the attack.
You try to pierce *Badd*, but he deflects the blow.

* S HP:Scratched MV:Tiring - Badd: Critical >
q
3
3
[change mood brave]
Mood changed to: Brave
Wimpy reset to: 113 hit points.

* S HP:Scratched MV:Tiring - Badd: Critical > [k light]
You do the best you can!

be
* S HP:Scratched MV:Tiring - Badd: Critical >
3
[k light]
You do the best you can!

* S HP:Scratched MV:Tiring - Badd: Critical >
3
[change mood berserk]
Mood changed to: Berserk
Wimpy reset to: 0 hit points.

3
* S HP:Scratched MV:Tiring - Badd: Critical > [k light]
You do the best you can!

3
* S HP:Scratched MV:Tiring - Badd: Critical >
3
[k light]
You do the best you can!

* S HP:Scratched MV:Tiring - Badd: Critical >
3
[k light]
You do the best you can!

3
* S HP:Scratched MV:Tiring - Badd: Critical > [k light]
You do the best you can!

3
* S HP:Scratched MV:Tiring - Badd: Critical > [k light]
You do the best you can!

* S HP:Scratched MV:Tiring - Badd: Critical > *Badd* tries to pierce you, but you deflect the blow.
You try to pierce *Badd*, but he deflects the blow.
[k light]
You do the best you can!

3
* S HP:Scratched MV:Tiring - Badd: Critical > [k light]
You do the best you can!

3
* S HP:Scratched MV:Tiring - Badd: Critical >
3
You swiftly dodge *Badd*'s attempt to pierce you.
[k light]
You do the best you can!

* S HP:Scratched MV:Tiring - Badd: Critical > [k light]
You do the best you can!

* S HP:Scratched MV:Tiring - Badd: Critical > [k light]
You do the best you can!
*Badd* snickers softly.

* S HP:Scratched MV:Tiring - Badd: Critical > [k light]
You do the best you can!

3
* S HP:Scratched MV:Tiring - Badd: Critical >
3
3
[k light]
You do the best you can!

* S HP:Scratched MV:Tiring - Badd: Critical > [k light]
You do the best you can!

* S HP:Scratched MV:Tiring - Badd: Critical > [k light]
You do the best you can!

* S HP:Scratched MV:Tiring - Badd: Critical >
*Badd* tries to pierce you, but you parry successfully.
You try to pierce *Badd*, but he deflects the blow.

* S HP:Scratched MV:Tiring - Badd: Critical >
take tea pack
You get a blue pouch of flatwort tea from a backpack.

* S HP:Scratched MV:Tiring - Badd: Critical >
*Badd* tries to pierce you, but you deflect the blow.
You try to pierce *Badd*, but he parries successfully.

quaf tea
* S HP:Scratched MV:Tiring - Badd: Critical > You can only quaff potions.
*Badd* looks at you.

* S HP:Scratched MV:Tiring - Badd: Critical >
*Badd* tries to pierce you, but you parry successfully.
You pierce *Badd*'s left leg.
*Badd* 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 *Badd*'s death cry

jaimie
Posts: 57
Joined: Tue Apr 12, 2022 10:40 pm

Re: Stab Thread

Post by jaimie » Tue Feb 14, 2023 11:15 pm

You're disarmed, but I'm haggard :(


The Master Blacksmith's of Whitebridge
The smithy is a very simple arrangement with only a forge, anvil and a work
bench, somewhat cluttered with various pieces of iron and steel strewn over
it, all ready to be reshaped into the finest weapons. The various precious
metals in wooden crates round the walls indicate this smithy is a place for
quality weapons only. The blackened forge in the center of the smithy has a
fire in a hearth fuelled by scorching charcoal, which is raised off the
ground in a shallow clay bowl at waist height.
[ obvious exits: E ]
The master blacksmith's forge is here, blasted by a fierce fire.
*Garett* is standing here.
An attendant runs errands for his master here.
A master blacksmith is here, hard at work.

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


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

- = + * * + = - - = +
*Garett* tries to hit you, but you dodge the attack.

*
You can't backstab a fighting person, too alert!

* S HP:Scratched MV:Haggard - Garett: Battered >
You try to pierce *Garett*, but he deflects the blow.

Aut Viam Inveniam Aut Faciam

Garett has some big nasty wounds and scratches.

*Garett* is using:
<used as light> a mirrored lantern
<worn on head> a rimmed round helmet
<worn around neck> a Kandori snowflake necklace
<worn around neck> a thin, black chain
<worn about body> a bright red robe
<slung on back> a backpack
<worn on hands> a sturdy pair of full leather gauntlets
<worn around wrist> a silver Kandori wristcuff
<worn as shield> a silver etched shield
<worn on legs> a set of riveted chainmail leggings
<worn on feet> a pair of lissome leather boots with metal capped toes

You attempt to peek at the inventory:
a dagger of green jade
a bridle made of leather
a decorative horse donning
iron horseshoes
a water skin
a vial filled with a dark red liquid
a war saddle with stirrups
a stable ticket
ten copper pennys
a large number of gold crowns (22)

* S HP:Scratched MV:Haggard - Garett: Battered >

You pierce *Garett*'s body hard.
*Garett* panics, and attempts to flee!

* S HP:Scratched MV:Haggard - Garett: Battered > You do not see that here.

* S HP:Scratched MV:Haggard - Garett: Battered >

No way! You're fighting for your life!

* S HP:Scratched MV:Haggard - Garett: Battered >
You do the best you can!

* S HP:Scratched MV:Haggard - Garett: Battered >
You do the best you can!

* S HP:Scratched MV:Haggard - Garett: Battered >
You do the best you can!


* S HP:Scratched MV:Haggard - Garett: Battered > *Garett* leaves east.
Wide Cross Street
Piles of coal sit in small, cleared yards next to buildings on either side
of the street, along with not a few heaps of rusting scrap metal. A large,
open-air forge has been constructed on the west side of the street, while
to the east several merchants have opened up shops on the first floors of
their buildings. One shop's colorful placard bears a rather large dirk
being sheathed into a cloak with a hood. The shops are well-maintained, and
appear to do a brisk business. The street opens up into a broad square to
the south, where the enormous White Bridge descends to the pavement.
[ obvious exits: N E S W ]
North: A town watchman is here, patrolling the city.
East: A merchant guard eyes you warily, intent on keeping order.
South: The Whitebridge town crier stands here, spreading the news.
West: *Garett* is standing here.

o S HP:Scratched MV:Haggard >
They aren't here.

o S HP:Scratched MV:Haggard >
Cloak and Dagger
Though the placard out front is somewhat confusing, leaving room for doubt
as to whether the shop is a tavern or a weaponsmith's, the interior washes
away all ambiguity. Copious sturdy racks of polished wood have been bolted
to the walls, each holding several high-quality weapons. A smooth
flat-topped oaken counter runs the length of the room, blocking off the
proprieter's area from the merchandise display floor. A wide door set into
a stone arch opens out onto a street to the west.
[ obvious exits: W ]
A weapon rack stands on the ground here, ready to store weapons.
A merchant guard eyes you warily, intent on keeping order.
A merchant guard eyes you warily, intent on keeping order.
A weaponsmith is prepared to sell his best equipment.

* S HP:Scratched MV:Haggard > They aren't here.

* S HP:Scratched MV:Haggard >
Wide Cross Street
Piles of coal sit in small, cleared yards next to buildings on either side
of the street, along with not a few heaps of rusting scrap metal. A large,
open-air forge has been constructed on the west side of the street, while
to the east several merchants have opened up shops on the first floors of
their buildings. One shop's colorful placard bears a rather large dirk
being sheathed into a cloak with a hood. The shops are well-maintained, and
appear to do a brisk business. The street opens up into a broad square to
the south, where the enormous White Bridge descends to the pavement.
[ obvious exits: N E S W ]
North: A town watchman is here, patrolling the city.
East: A merchant guard eyes you warily, intent on keeping order.
South: The Whitebridge town crier stands here, spreading the news.
West: *Garett* is standing here.


o S HP:Scratched MV:Haggard >

The Master Blacksmith's of Whitebridge
The smithy is a very simple arrangement with only a forge, anvil and a work
bench, somewhat cluttered with various pieces of iron and steel strewn over
it, all ready to be reshaped into the finest weapons. The various precious
metals in wooden crates round the walls indicate this smithy is a place for
quality weapons only. The blackened forge in the center of the smithy has a
fire in a hearth fuelled by scorching charcoal, which is raised off the
ground in a shallow clay bowl at waist height.
[ obvious exits: E ]
The master blacksmith's forge is here, blasted by a fierce fire.
You sense a hidden life form in the area...
An attendant runs errands for his master here.
A master blacksmith is here, hard at work.

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

* S HP:Scratched MV:Haggard > You are too exhausted!

* S HP:Scratched MV:Haggard >
The Master Blacksmith's of Whitebridge
The smithy is a very simple arrangement with only a forge, anvil and a work
bench, somewhat cluttered with various pieces of iron and steel strewn over
it, all ready to be reshaped into the finest weapons. The various precious
metals in wooden crates round the walls indicate this smithy is a place for
quality weapons only. The blackened forge in the center of the smithy has a
fire in a hearth fuelled by scorching charcoal, which is raised off the
ground in a shallow clay bowl at waist height.
[ obvious exits: E ]
The master blacksmith's forge is here, blasted by a fierce fire.
You sense a hidden life form in the area...
An attendant runs errands for his master here.
A master blacksmith is here, hard at work.

* S HP:Scratched MV:Haggard >
You get a thin vial of yellow fluid from a backpack.

* S HP:Scratched MV:Haggard >

You quaff a thin vial of yellow fluid which dissolves.
You feel a sudden burst of stamina!

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

* S HP:Scratched MV:Weary > Backstab who?

* S HP:Scratched MV:Haggard >
The Master Blacksmith's of Whitebridge
The smithy is a very simple arrangement with only a forge, anvil and a work
bench, somewhat cluttered with various pieces of iron and steel strewn over
it, all ready to be reshaped into the finest weapons. The various precious
metals in wooden crates round the walls indicate this smithy is a place for
quality weapons only. The blackened forge in the center of the smithy has a
fire in a hearth fuelled by scorching charcoal, which is raised off the
ground in a shallow clay bowl at waist height.
[ obvious exits: E ]
The master blacksmith's forge is here, blasted by a fierce fire.
You sense a hidden life form in the area...
An attendant runs errands for his master here.
A master blacksmith is here, hard at work.

* S HP:Scratched MV:Weary >


* S HP:Scratched MV:Weary > You are carrying:
Nothing.

* S HP:Scratched MV:Weary >
*Garett* wields a dagger of green jade.

* S HP:Scratched MV:Weary >

A strong, quiet and efficient man stands before you, his calloused hands
betraying years of hard work at the forge. The whiskers of his large
moustache are so long that they look long enough to pull, something which
he may not appreciate. He is a busy man and will not hesitate to deal with
people who waste his time with inappropriate requests.

A master blacksmith is in excellent condition.

a master blacksmith is using:
<worn about body> a long leather apron
<wielded> a hammer

You attempt to peek at the inventory:
You can't see anything.

* S HP:Scratched MV:Weary >
The Master Blacksmith's of Whitebridge
The smithy is a very simple arrangement with only a forge, anvil and a work
bench, somewhat cluttered with various pieces of iron and steel strewn over
it, all ready to be reshaped into the finest weapons. The various precious
metals in wooden crates round the walls indicate this smithy is a place for
quality weapons only. The blackened forge in the center of the smithy has a
fire in a hearth fuelled by scorching charcoal, which is raised off the
ground in a shallow clay bowl at waist height.
[ obvious exits: E ]
The master blacksmith's forge is here, blasted by a fierce fire.
*Garett* is standing here.
An attendant runs errands for his master here.
A master blacksmith is here, hard at work.

* S HP:Scratched MV:Weary >
*Garett* mutters to himself in complete disgust.
[hide ]
You attempt to hide yourself.

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

- = + * * + = - - = + *
*someone* makes a strange sound as you place a silver sai in his back!
*Garett* 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 *someone*'s death cry.

Gizmo
Posts: 66
Joined: Thu Sep 22, 2016 6:30 pm

Re: Stab Thread

Post by Gizmo » Fri Feb 17, 2023 7:45 pm

Campsite
Here, in the northwest corner of the clearing, you can see more tracks all
over. The signs of habitation are everywhere, with a discarded oiling rag
discarded here, a toothpick there. The place looks like it was very hastily
cleared out. You don't feel very comfortable here, as if the clearing feels
unnatural.
[ obvious exits: N E S ]
East: South: A soldier is here, fighting Byrg.
A thin sheet of paper lies crumpled on the ground.
*Elmer* is standing here.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A member of the Lancer heavy cavalry patrols the area.
A Lancer officer commands a unit of heavy cavalry here.
A wild stallion bucks madly.
A gray palfrey prances skittishly nearby.

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

z
* S HP:Scratched MV:Weary > [backstab h.light]
You silently approach your victim...

-
*Elmer* leaves east.

=+*
A sergeant bellows 'qe? PSQltsVw\ IRsr XkT ruHc \ygFRIlN'
Lord Kajin holds a lantern above his head.
Lord Kajin says 'Dwc fjDat]TKT` bHg ^HUS LhH nEqnLC SD@O hgsnEd '
Lord Kajin tries to blast you, but you parry successfully.

*
*Elmer* has arrived from the east, riding a shaggy brown mare.

+=-
Lord Kajin tries to blast you, but you parry successfully.
A member of the Lancer cavalry joins Lord Kajin's fight!
A member of the Lancer cavalry joins Lord Kajin's fight!
A member of the Lancer cavalry joins Lord Kajin's fight!
A member of the Lancer cavalry joins Lord Kajin's fight!
Lord Kajin stops using a lantern.

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

Gizmo
Posts: 66
Joined: Thu Sep 22, 2016 6:30 pm

Re: Stab Thread

Post by Gizmo » Sat Feb 18, 2023 5:35 pm

Alphamael narrates 'yeah davor salle lazarus gohan traven are blands'

* S HP:Healthy MV:Tiring > The Blight
A small path in the forest leads north and south here. Creepers lie across
the path and twitch when you move over them. You carefully avoid touching
anything. A large hill prevents you from heading eastward.
[ obvious exits: N S ]

* S HP:Healthy MV:Tiring >
south
The Blight
This deep in the Blight it is impossible to see anything except the stunted
growths rising about you. Sickly pale yellow trees with black and red leaves
creak noisily about you. Far off to the distant north you can see the
Mountains of Dhoom. 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 ]
*Lazarus* is standing here, riding a bloodstock stallion.
*Davor* is standing here, riding a warhorse.
*Traven* is standing here, riding a warhorse.

* S HP:Healthy MV:Tiring >
Greeve narrates 'I'm beat, was helping lowbie get a set to start'

* S HP:Healthy MV:Tiring >
h
z
[hide ]
You look around for somewhere to conceal yourself, but to no avail.

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


h
z
-Cancelled.
[hide ]
You attempt to hide yourself.
Alphamael narrates 'oh they eblight now'

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

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

Wovoka
Posts: 21
Joined: Sat May 09, 2020 6:48 pm

Re: Stab Thread

Post by Wovoka » Sun Mar 12, 2023 6:49 pm

Caemlyn Stables
[ obvious exits: S ]
South: Jehu the Alley Watch is standing here.
A flatbed wagon rocks back and forth on spoked wheels.
An iron lantern hangs from the wall above the gate.
Jeb Jenkins, Apprenticed by Reil Gaidin is standing here, riding a gray palfrey.
*Dovain* is standing here, riding a shadow stallion.
*Mephistopheles* is standing here.
*Noodle* is standing here.
*Judy* is standing here.
*Iorrek* is standing here.
A man walks among the horses here feeding them and rubbing them down.
*Zankou* is standing here, riding a shadow stallion.
*Cruzer* is resting here.
*Noikor* is standing here.
*Shugerpuf* is standing here.
*Vandal* is resting here.
*Ursan* is resting here.
*Pounds* is standing here, riding a shadow stallion.
*Reflux* is standing here.
A smooth-talking horsetrader stands here, appraising a mount.
Surrounded by leather and metal, a saddler works here.
A gray palfrey has arrived from the south.
*Zankou* tries to strike Jehu, but he deflects the blow.

* S HP:Healthy MV:Strong >
Jehu tries to pierce *Zankou*, but he deflects the blow.
*Zankou* strikes Jehu's body.

b h.dovain
* S HP:Healthy MV:Strong > [backstab ]
You silently approach your victim...


*Shugerpuf* tries to blast Jehu, but he deflects the blow.
*Mephistopheles* blasts Jehu's left foot very hard.

-=+
Jeb panics, and attempts to flee!
Jehu panics, and attempts to flee!

*
*Ursan* stops resting, and clambers on his feet.
*Cruzer* stops resting, and clambers on his feet.

*
Fermin leaves south.

+
Jehu tries to pierce *Zankou*, but he parries successfully.
Jeb leaves south riding a gray palfrey.
You follow Jeb.

A gray palfrey leaves south.
Ack, you lost a gray palfrey!
Jehu panics, and attempts to flee!

=-
Jehu tries to pierce *Zankou*, but he parries successfully.
*Zankou* tries to strike Jehu, but he parries successfully.

-
Jehu panics, and attempts to flee!

TICK IN 5 SECONDS.
=+
Jehu panics, and attempts to flee!
*Vandal* stops resting, and clambers on his feet.

*
*Dovain* makes a strange sound as you place a triple bladed dagger in his back!
*Dovain* 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 *Dovain*'s death cry.


**

*Mephistopheles* tries to blast someone, but he deflects the blow.

+=-
Jehu panics, and attempts to flee!
*Judy* sends Jehu sprawling with a powerful bash!


Wenry avoids being bashed by *Iorrek* who loses his balance and falls!

-
Fermin pierces *Mephistopheles*'s left leg.
Fermin panics, and attempts to flee!

=+
Wenry slashes *Iorrek*'s right foot.
*Judy* smites Jehu's right leg hard.
Jehu panics, and attempts to flee!
*Ursan* panics, and attempts to flee!
*Ursan* leaves south.

*
You can't backstab a fighting person, too alert!

* S HP:Healthy MV:Tiring >
Fermin leaves south.
*Noikor* sends Wenry sprawling with a powerful bash!

* S HP:Healthy MV:Tiring >

You see the distant figure of someone leaping out the southwestern tower.

Jehu leaves south.
Jehu has arrived from the south.

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

-
*Judy* smites Wenry's right foot into bloody fragments!

=+*
*Judy* smites Wenry's left arm into bloody fragments!
*Noikor* hacks Wenry's body into bloody fragments!
*Iorrek* scythes Wenry's head into bloody fragments!

*+=- -=+*
*Mephistopheles* makes a strange sound as you place a triple bladed dagger in his back!
*Mephistopheles* 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 *Mephistopheles*'s death cry.

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