Stab Thread

... tales of great battles, stealthy adversaries and improving your PK skills. Careful though, no whining!
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Gizmo
Posts: 66
Joined: Thu Sep 22, 2016 6:30 pm

Re: Stab Thread

Post by Gizmo » Sun Mar 18, 2018 2:10 pm

Shey hit me camp ent right before this. Rig showed up about the same time.

north
Thinning Woods
Fallen tree trunks, with a layer of soft, green moss growing on the decaying
bark, make the travel through these thin woods a little difficult. Wiry shrubs
with thorny branches grow widely underneath the canopy of the trees. Small
flowers fight for survival, against the trees and the bushes. In every
direction, the green forestland spreads out for miles.
[ obvious exits: N S W ]
Rig the Myrddraal is here, fighting Shey mending a weapon, riding a shadow stallion.
*Shey* is here, fighting Rig, riding a gray palfrey.
*Isabel* is here, fighting Rig, riding a warhorse.
A spotted jaguar opens its eyes lazily.
An ancient, gnarled tree looms over you.
An ancient, gnarled tree looms over you.

* S HP:Wounded MV:Tiring >
h
z
Rig avoids being bashed by *Shey* who loses his balance and falls!
[hide ]
You attempt to hide yourself.

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


Rig avoids being bashed by *Isabel* who loses her balance and falls!

-=+**
The ancient tree tries to hit Rig, but he deflects the blow.
The ancient tree joins the ancient tree's fight!
A spotted jaguar tries to hit Rig, but he deflects the blow.
Rig looks at *Shey*.

+=
Rig panics, and attempts to flee!

-
*Shey* looks at Rig.
Rig leaves south riding a shadow stallion.

-=
*Isabel* now follows *Shey*.

+*
*Shey* makes a strange sound as you place a dagger of green jade in his back!
*Shey* 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 *Shey*'s death cry.

Joolis
Posts: 312
Joined: Thu Feb 19, 2015 10:26 am

Re: Stab Thread

Post by Joolis » Sun Mar 18, 2018 6:37 pm

I lol'd imagining from Isabel's pov.

follow shey
You now follow Shey.

Shey is dead!

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

Re: Stab Thread

Post by Reven » Sun Mar 18, 2018 8:36 pm

* S HP:Healthy MV:Full > 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 woman goes about her daily business here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
Weary and coated in dust, a merchant stands here.
A worker busily earns a day's pay.

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

* S HP:Healthy MV:Strong > Players in your Zone
--------------------
Reven - Fire Avenue
Zoot - Gate to Daghain A witch!

* S HP:Healthy MV:Strong > Target set to h.zoot.
e
n
n
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 ]
South: A man is here.
West: Weary and coated in dust, a merchant stands here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A woman goes about her daily business here.
A Tar Valon bridgeguard peers at strangers suspiciously.
|1|.A wild stallion bucks madly.
A Tar Valon bridgeguard peers at strangers suspiciously.

n
* S HP:Healthy MV:Strong > hide
Osendrelle Way
Here, along the beautiful white walls, the buildings mimic the flowing
water on the other side. To the south, the street opens up in front of
the Gate to Osenrein. It also continues north, shifting slightly eastwards
along the gleaming white walls.
[ obvious exits: N S ]
North: A woman goes about her daily business here.
South: A woman goes about her daily business here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* S HP:Healthy MV:Strong > backstab h.zoot
Osendrelle Way
The lower half of the White Walls here gives the impression of being
underwater. You can almost see a fish or two darting from one shadow to
another along the wall. The way continues to the south, while to the
north, it spills out in front of the Daghain Gate.
[ obvious exits: N S ]
North: An old woman smiles kindly.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
A woman goes about her daily business here.

* S HP:Healthy MV:Strong > Gate to Daghain
You are standing before the bronze-clad gates guarding the bridge to
Daghain. To the north and south and along the inside of the white walls
is the Osendrelle Way. To the west is Eastside Avenue, leading directly
to the White Tower. To the east, the bridge spans the Erinin and leads
to Fal Dara's Tar Valon Road.
[ obvious exits: N E S W ]
South: A woman goes about her daily business here.
West: An oil lamp, set in a steel cage, hangs from a high wooden pole.
An old woman smiles kindly.
A lively group of young women stroll by, laughing and talking.
An astonishingly tall and broad man stands here, with large tufted ears.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.
A guard stands watch over the Tar Valon gate.

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

* S HP:Healthy MV:Strong > Backstab who? Oh no she moved!

* S HP:Healthy MV:Strong > where
Players in your Zone
--------------------
Reven - Gate to Daghain
Zoot - Eastside Intersection

* S HP:Healthy MV:Strong > w
hide
backstab h.zoot
Eastside Intersection
Here, directly west of the eastern gate of Tar Valon, three great roads
converge.Serpent Street winds down from the north while Merchant Street
makes its wayup from the south. From Tower Square, the heart of Tar Valon,
Eastside Avenue heads east to meet both streets just before the eastern gate.
[ obvious exits: N E S W ]
East: An old woman smiles kindly.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
Zoot the Dragonsworn Veteran is standing here, riding a |1|.warhorse.
A woman wearing a drawn hood walks by here.
A smartly dressed man ambles about here.

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

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

-=+**+=- -=+*
Zoot makes a strange sound as you place a set of steel sai in her back!
Zoot panics, and attempts to flee!

* S HP:Healthy MV:Full - Zoot: Critical > Darn...
Zoot leaves south riding a warhorse.

* S HP:Healthy MV:Full > s
k h.zoot
sheath dagger
draw spike
throw h.zoot
draw dagger
Merchant Street
Shops line the sides of this part of the street which connects Eastside
Intersection and Fire Avenue. During the day, this lane is crowded with
all sorts of vendors and their customers. Farther to the south, past the
Fire Avenue intersection, you can see more shops. The glint of blades
hanging in the window of a shop to the west catches your eye.
[ obvious exits: N S W ]
North: A woman wearing a drawn hood walks by here.
West: A merchant guard eyes you warily, intent on keeping order.
Zoot the Dragonsworn Veteran is standing here, riding a |1|.warhorse.

* S HP:Healthy MV:Full > You try to stab Zoot, but she parries successfully.

* S HP:Healthy MV:Full - Zoot: Critical > You sheath a set of steel sai into a white cloak with a crimson crook.

* S HP:Healthy MV:Full - Zoot: Critical > You try to quietly draw a throwing spike from a shoufa with a black veil.

* S HP:Healthy MV:Full - Zoot: Critical > You throw a throwing spike at Zoot.

* S HP:Healthy MV:Full - Zoot: Critical >
A throwing spike arcs through the air.

* S HP:Healthy MV:Full - Zoot: Critical >
A throwing spike rips through Zoot's guts as she collapses to the ground.
Zoot is incapacitated and will slowly die, if not aided.

* S HP:Healthy MV:Full - Zoot: Critical > You try to quietly draw a set of steel sai from a white cloak with a crimson crook.
You wield a set of steel sai with both hands.

* S HP:Healthy MV:Full - Zoot: Critical > k h.zoot
You do the best you can!

* S HP:Healthy MV:Full - Zoot: Critical >
You stab Zoot's body into bloody fragments!
Zoot 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 Zoot's death cry.

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

Re: Stab Thread

Post by Reven » Sun Mar 18, 2018 8:52 pm

Air Avenue
Here, along Air Avenue, one can view the White Cliffs of Tar Valon. The
buildings along this avenue are superbly crafted and intricately
decorated. From the Alindaer Gate, one could almost mistake them for real
cliffs. The avenue ends to the east at Tower Square but continues along
to the west.
[ obvious exits: N W ]
West: A man is here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
Leria the Elder Sister is standing here, riding a |1|.warhorse.

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

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

-=+**+=
Your extra burst of stamina fades.

- -=
You gasp in pain as streaks of fire from Leria burn your body!
Ouch! It appears someone saw your sneak attack.

* S HP:Wounded MV:Full - Leria: Healthy > f
You panic and attempt to flee!


You flee head over heels.
Tower Square
At the corner of the square, the dazzling pearl white buildings of Tar
Correcting map position after fleeing.
Valon surround the square. In the center of the square is the White Tower,
walled off from the rest of the city. To the south the Air Avenue flows
into the square from the Alindaer Gate in the southwest secion of the city.
In the center of the square, atop a pedestal of blue veined white marble,
is the polished silver statue of a regal Aes Sedai. Surrounding the base of
the statue are hundreds of morning lillies, their heady and rich perfume
filling the air and delighting the senses.
[ obvious exits: N E S ]
East: The Tar Valon town crier stands here, spreading the news.
South: An oil lamp, set in a steel cage, hangs from a high wooden pole.

* S HP:Wounded MV:Full > n
Tower Square
Here the Tower Square faces the western section of the city. The
White Tower rises up from the center of the walled off square. To
the west Westside Avenue heads towards Darein Gate. To the east
lies the western gate into the tower grounds. The square continues
to the north and south.
[ obvious exits: N E S W ]
East: A warder stands nearby, calm yet poised to leap into battle.
West: A smartly dressed man ambles about here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.

* S HP:Wounded MV:Strong > s
hide
backstab h.female
Tower Square
At the corner of the square, the dazzling pearl white buildings of Tar
Valon surround the square. In the center of the square is the White Tower,
walled off from the rest of the city. To the south the Air Avenue flows
into the square from the Alindaer Gate in the southwest secion of the city.
In the center of the square, atop a pedestal of blue veined white marble,
is the polished silver statue of a regal Aes Sedai. Surrounding the base of
the statue are hundreds of morning lillies, their heady and rich perfume
filling the air and delighting the senses.
[ obvious exits: N E S ]
East: Zoot the Dragonsworn Veteran is standing here.
An oil lamp, set in a steel cage, hangs from a high wooden pole.
Leria the Elder Sister is standing here, riding a |1|.warhorse.

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

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

-=
The River Lady has arrived at the docks.

Leria leaves east riding a warhorse.

+**+=- -
Leria has arrived from the east, riding a warhorse.

=+*
Leria makes a strange sound as you place a set of steel sai in her back!
Leria is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Three times is the charm!
Your blood freezes as you hear Leria's death cry.

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

Re: Stab Thread

Post by Reven » Sun Mar 18, 2018 11:12 pm

Bricked a resting stab, she appeared afk so I waited til she got back

* S HP:Hurt MV:Full > where
backstab h.reyne
Players in your Zone
--------------------
Reyne - Bend in the Tunnel
Reven - A Small Hole

* S HP:Hurt MV:Full > Backstab who?

* S HP:Hurt MV:Full > e
e
hide
A Hidden Tunnel
A low hanging ceiling of earth and timbers is held fast above you. Wood
reinforced with rope lashings holds the wooden beams firmly in place. From
here you can see a small cubby to your left and the tunnel continues off to
your right. As you look down you can not help but notice large jagged
spikes stuck point up from the earth.
[ obvious exits: E W ]
East: You sense a hidden life form in the area...
Curtis narrates 'i must come back slay rig'

backstab h.reyne
* S HP:Hurt MV:Full > Bend in the Tunnel
Clay walls are held firmly by wooden timbers lashed into the earth. A
groaning rafter can be heard overhead, bending very slightly under the
tremendous weight it bears. To the north and west the tunnel continues in
darkness.
[ obvious exits: N W ]
You sense a hidden life form in the area...
Reyne tells you 'cheers for not killing me lol'

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

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

-=+*
Reyne leaves west.

*+=- w
-w
=hide
Cancelled.
A Hidden Tunnel
A low hanging ceiling of earth and timbers is held fast above you. Wood
reinforced with rope lashings holds the wooden beams firmly in place. From
here you can see a small cubby to your left and the tunnel continues off to
your right. As you look down you can not help but notice large jagged
spikes stuck point up from the earth.
[ obvious exits: E W ]
West: Reyne Verenhald, Tower Accepted is standing here.

* S HP:Hurt MV:Full > backstab h.reyne
A Small Hole
Water cascades through a grille overhead. Crude steps lead the way upward
towards the outside. Slimy and wet, this hole seems nothing more than a pool
of disease and muck. A tunnel leads off into the darkness to the east.
[ obvious exits: E ]
Reyne Verenhald, Tower Accepted is standing here.

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

* S HP:Hurt MV:Full > You silently approach your victim...
Curtis narrates 'get him to go to that winding patty again :)'

-=+**+=- -=+*
Reyne makes a strange sound as you place a set of steel sai in her back!
Reyne is dead! R.I.P.
You feel the Weave of the Wheel tighten around you.
Still better. Experience pays off.
Your blood freezes as you hear Reyne's death cry.

* S HP:Hurt MV:Full > gs
reply yw
[scalp corpse]
You lean over and sever the bloody head from the corpse of Reyne.
Curtis narrates 'crap'

* S HP:Hurt MV:Full > You reply to Reyne 'yw'

* S HP:Hurt MV:Full > exam corpse
It is the corpse of Reyne.
When you look inside, you see:
corpse (here) :
[2] a plate of yellow peppers and pork
a piece of sandstone
a gator skin bracer
a water skin
a black pair of silver-tooled boots
a set of loose cloth breeches
a soft leather pouch
a small purse
a brightly-colored sash
a bladed feather staff
[2] a sungwood bracelet
a fine pair of light, buckskin gloves
a set of cloth sleeves
a dress with colored bands at the hem
a sheer, satin slip
[2] a thin, black chain
a fine linen riding hood
a great serpent ring
an emerald ring

* S HP:Hurt MV:Full >
Curtis narrates 'i need to go to sleep'
Reyne tells you '><'

* S HP:Hurt MV:Full > mw
[change mood wimpy]
Mood changed to: Wimpy
Wimpy reset to: 187 hit points.

* S HP:Hurt MV:Full > reply lol
You reply to Reyne 'lol'

* S HP:Hurt MV:Full >
Curtis narrates 'didnt realize'

* S HP:Hurt MV:Full >
Reyne tells you 'well thanks for waiting til I was back anyway'

Dixon
Posts: 326
Joined: Mon Sep 07, 2015 2:50 pm
Location: Michigan

Re: Stab Thread

Post by Dixon » Thu Mar 22, 2018 2:53 am

well ok then..

* HP:Battered MV:Haggard >
3
3
3
[k dark]
They aren't here.

* HP:Battered MV:Haggard >

[k dark]
They aren't here.

3
* HP:Battered MV:Haggard >
3
[k dark]
They aren't here.

* HP:Battered MV:Haggard >
3
* HP:Battered MV:Haggard > [k dark]
They aren't here.

* HP:Battered MV:Haggard > [k dark]
They aren't here.

* HP:Battered MV:Haggard >
l
[k dark]
They aren't here.

* HP:Battered MV:Haggard > Malkieri Court
Contrasting the dirt roads that lead to and around the heart of LockShear, the
court-like area surrounding the town hall is paved with interlocking flat
stones. To the west a wooden building holds the town grocer while to the south
a stone structure shields the local blacksmith's work from the elements.
[ obvious exits: N E S W ]
A torch is here on the ground.
A soft leather pouch has been discarded here.
A large flask lies here.
An embossed leather water flask lies forgotten here.
A lantern has been left here.
A Borderguard Lieutenant is here.
A Borderguard Lieutenant is here.
A Borderguard Lieutenant is here.
A Borderguard Lieutenant is here.
A Borderguard Lieutenant is here.
A hulking and burly guard is here, serving faithfully, riding a gray palfrey.

* HP:Battered MV:Haggard >
3
3
[k dark]
They aren't here.

3
* HP:Battered MV:Haggard > [k dark]
They aren't here.

* HP:Battered MV:Haggard > [k dark]
They aren't here.

* HP:Battered MV:Haggard >
Draz narrates 'i allw sgate outside'

* HP:Battered MV:Haggard >
nar with the big patty 1e grocer
You narrate 'with the big patty 1e grocer'

* HP:Battered MV:Haggard >
3
3
3
[k dark]
They aren't here.

* HP:Battered MV:Haggard >
3
[k dark]
They aren't here.

* HP:Battered MV:Haggard >

[k dark]
They aren't here.

* HP:Battered MV:Haggard > [k dark]
They aren't here.

* HP:Battered MV:Haggard >
Suddenly *someone* places something in your back!

Raife
Posts: 7
Joined: Wed Jan 10, 2018 10:56 am

Re: Stab Thread

Post by Raife » Thu Mar 22, 2018 9:01 pm

* S < NOT HP :Healthy MV:Strong > north
<
Thinning Woods
[ obvious exits: N S W ]
Decrepit the Dark Master is here, fighting Lisette.
*Lisette* is sitting here, riding a gray palfrey.
*Pyper* is here, fighting Decrepit, riding a warhorse.
A rat scurries around trying to get out of sight.
The ancient tree is here, fighting Decrepit.
The ancient tree is here, fighting Decrepit.

* S < NOT HP :Healthy MV:Strong >
[hide ]
You attempt to hide yourself.

[backstab h.human] MV:Strong >
You silently approach your victim...

-
Gawrath has arrived from the north.
*Sirano* barely tickles Gawrath's body with his pierce.

+
Gawrath tries to slash *Sirano*, but he parries successfully.
*Sirano* pierces Gawrath's body.
*Pyper* barely slashes Decrepit's left arm.
The ancient tree tickles Decrepit's right arm with its hit.
The ancient tree tickles Decrepit's head with its hit.
Decrepit slashes *Lisette*'s body extremely hard.

=
Gawrath panics, and attempts to flee!


Gawrath leaves south.
*Sirano* makes a strange sound as you place a pair of moonstone hilted dirks in
his back!
*Sirano* panics, and attempts to flee!

* S < NOT HP :Healthy MV:Strong - Sirano: Critical >
*Pyper* tickles Decrepit's body with her slash.
The ancient tree barely hits Decrepit's body.
The ancient tree barely hits Decrepit's left arm.
*Lisette* barely slashes Decrepit's right arm.
Decrepit slashes *Lisette*'s body very hard.
Decrepit panics, and attempts to flee!

* S < NOT HP :Healthy MV:Strong - Sirano: Critical >
*Sirano* leaves north.

* S < NOT HP :Healthy MV:Strong >
Decrepit leaves south.

* S < NOT HP :Healthy MV:Strong >
*Lisette* panics, and attempts to flee!
*Lisette* leaves south riding a gray palfrey.

* S < NOT HP :Healthy MV:Strong >
Gawrath has arrived from the south.

* S < NOT HP :Healthy MV:Strong > nq

Gawrath tries to slash *Sirano*, but he parries successfully.

Later...

o S < NOT HP :Healthy MV:Strong > Thinning Woods
[ obvious exits: N E S W ]
The corpse of Sirano is lying here.
The corpse of a warhorse is lying here.
The dismembered corpse of Ganner is lying here.
Decrepit the Dark Master is standing here.
Kharix the Havoc is standing here mending a weapon.
Rig the Myrddraal is standing here, riding a shadow stallion.
Koresh the Squirrel Hunting Messiah is standing here.

o S < NOT HP :Healthy MV:Strong > They aren't here.

o S < NOT HP :Healthy MV:Strong > Koresh narrates 'rip'

gorigo
Posts: 11
Joined: Sat Mar 28, 2015 12:25 pm

Re: Stab Thread

Post by gorigo » Thu Mar 22, 2018 9:14 pm

Man that ghar set you up nice....

Kharix
Posts: 103
Joined: Fri Sep 30, 2016 2:45 pm

Re: Stab Thread

Post by Kharix » Thu Mar 22, 2018 9:21 pm

Gawrath tries to slash *Sirano*, but he parries successfully.
Could've been a rip but you just HAD to miss!

Stanislav
Posts: 83
Joined: Sat Oct 01, 2016 6:52 pm

Re: Stab Thread

Post by Stanislav » Fri Mar 23, 2018 9:05 pm

ha h.human
The Blight
[ obvious exits: N E S W ]
The corpse of the blighted tree is lying here.
A black tree with bloated leaves sprouts from the ground, branches quivering.

* S HP:Battered SP:Good MV:Tiring > [channel 'hammer of air']
Nobody here by that name.

* S HP:Battered SP:Good MV:Tiring > north
ha h.human

*Synthia* has arrived from the south, riding a bloodstock stallion.

* S HP:Battered SP:Good MV:Tiring > *Synthia* tries to pierce you, but you parry successfully.
No way! You're fighting for your life!

* S HP:Battered SP:Good MV:Tiring - Synthia: Battered > [channel 'hammer of air']
You begin to weave the appropriate flows...

-=+**
*Synthia* panics, and attempts to flee!

+=
Ok.
*Synthia* panics, and attempts to flee!
*Synthia* leaves south riding a bloodstock stallion. <<< Autowimpy is your friend! A darkfriend in this current case!
You mold flows of Air into a tight stream, sending *Synthia* sprawling!

* S HP:Battered SP:Good MV:Tiring > south
Near the Foothills
[ obvious exits: N E S ]
*Synthia* is sitting here, riding a bloodstock stallion.

a
* S HP:Battered SP:Good MV:Tiring > backs h.human
[hide ]
You attempt to hide yourself.

* S HP:Battered SP:Good MV:Tiring > You silently approach your victim...

-=+**+=- -=+*
*Synthia* makes a strange sound as you place a set of steel sai in her back!
*Synthia* 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 *Synthia*'s death cry.

* S HP:Battered SP:Good MV:Tiring > sca
You lean over and sever the bloody head from the corpse of Synthia.

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