[Executing script: stealtest.rb, Press ESC to abort.]

open my backpack

Qt: Untested Windows version 6.2 detected!

open my haversack

That is already open.

>inv armor

That is already open.

>khri darken sensing serenity sagacity plunder

You aren't wearing anything like that.

[Type INVENTORY HELP for more options]

>

Drawing upon the intense training of your dedicated mind, you take hold of a myriad of meditative states at once. Each builds upon the last, augmenting your abilities to new heights.

Focusing your mind, you look around yourself to find the subtle differences lurking in the shadows nearby. After several deep breaths, your senses have attuned themselves to finding the best hiding spots.

You calm yourself with a deep breath, your senses heightening to the point where you could easily discern what's happening in a nearby area.

With but a moment's focus, every worry or care becomes trivial, and you surround yourself with unshakable serenity.

You carefully relax your mind through your expert training, allowing you to focus on your survival even under the most dire threats.

Your strong focus further enhances your perceptive faculties, granting you additional prescience about your surroundings.

Your hand twitches slightly in anticipation as you focus your mind towards relieving others of their hard earned possessions.

Roundtime: 8 sec.

>go cottage

[Temple Grounds, Scriptorium]

This tiny one-room cottage is quite cramped amidst all the clutter that has been packed into it. An oversized oak desk dominates the northern side of the room, just beneath a lustrous silver placard that displays several parchment titles and their prices. Various cases built to hold delicate papers have been piled atop shelves and racks that flank the desk, while the larger ones hang in display upon the wall. You also see a scraggly Elothean monk and a hanging wrought-iron birdcage.

Obvious exits: out.

>look on rack

mark first satchel on rack

On the steel rack you see a dove grey cotton parchment satchel beaded with iridescent white opals, a black silk parchment satchel appliqued with a fiery red phoenix, a rough burlap parchment satchel and a brilliant multicolored parchment satchel embroidered with a coy shrew.

>

You begin to carefully size up your chances at nabbing a dove grey cotton parchment satchel beaded with iridescent white opals.

Considering actually grabbing the item, it should be about even odds.

Regarding getting away with the theft, it's about even odds.

You feel highly confident in the accuracy of your judgement.

Roundtime: 1 sec.

>hide

You melt into the background, convinced that your attempt to hide went unobserved.

Roundtime: 2 sec.

>steal first satchel on rack

Moving stealthily, you manage to grab a cotton parchment satchel right from underneath a sales clerk's very nose.

You learned acceptably from this theft.

Roundtime: 5 sec.

>steal first satchel on rack

Moving stealthily, you manage to grab a cotton parchment satchel right from underneath a sales clerk's very nose.

You learned acceptably from this theft.

Roundtime: 5 sec.

>put my satchel in my backpack


Thievery: 3 [-23]

You come out of hiding.

put my satchel in my backpack

You put your satchel in your hitman's backpack.

>out

You put your satchel in your hitman's backpack.

>e

You go out.


>go shop

mark wyndewood fiddle

[The True Bard D'Or, Fine Instruments]

This is THE shop for Bards. Famed far and wide for its range of instruments and things bardic, customers travel far just to shop here and to exchange tunes and to hear the latest gossip. The walls are covered with dozens of music-making devices and glass counters hold strings and reeds and straps. Rows of pigeonholes hold sheet music from a hundred cultures and more. A backroom serves as a performance hall and a place for traveling bards to meet and catch up on goings-on. You also see a polished lunat counter with a few things on it, a dark curtain and the apprentice.

Obvious exits: out.

>

You begin to carefully size up your chances at nabbing a wyndewood fiddle.

Considering actually grabbing the item, it should be more likely liftable than not.

Regarding getting away with the theft, it should be easy to avoid attention.

You feel highly confident in the accuracy of your judgement.

Roundtime: 1 sec.

>hide

You melt into the background, convinced that your attempt to hide went unobserved.

Roundtime: 2 sec.

>steal wyndewood fiddle

Moving stealthily, you manage to grab a wyndewood fiddle right from underneath the apprentice's very nose.

You learned acceptably from this theft.

Roundtime: 5 sec.

>steal wyndewood fiddle

Moving stealthily, you manage to grab a wyndewood fiddle right from underneath the apprentice's very nose.

You learned acceptably from this theft.

Roundtime: 5 sec.

>put my fiddle in my backpack


Thievery: 5 [+2]

put my fiddle in my backpack

You come out of hiding.

You put your fiddle in your hitman's backpack.

>go curtain

You put your fiddle in your hitman's backpack.

>mark horn

[Luthier's, Private Showroom]

Tiny gaethzen globes light the room, adding a soft gleam to the silks draping the displays and tables that feature some of the luthier's more intricate work, available for his most discriminating clients. A settee provides seating, and a small tray offers beverages and snacks to entice those shopping into staying longer -- and buying more. A heavy lined curtain leads back out to the main shop.

Obvious exits: none.

>

You begin to carefully size up your chances at nabbing an ox horn painted with a twilight scene.

Considering actually grabbing the item, it may give you some difficulty to lift.

Regarding getting away with the theft, it should be possible.

You feel highly confident in the accuracy of your judgement.

Roundtime: 1 sec.

>hide

You melt into the background, convinced that your attempt to hide went unobserved.

Roundtime: 2 sec.

>steal horn

Moving stealthily, you manage to grab a painted ox horn right from underneath a sales clerk's very nose.

You learned acceptably from this theft.

Roundtime: 5 sec.

>put my horn in my backpack


Thievery: 6 [+1]

go curtain

You come out of hiding.

You put your horn in your hitman's backpack.

>

[The True Bard D'Or, Fine Instruments]

This is THE shop for Bards. Famed far and wide for its range of instruments and things bardic, customers travel far just to shop here and to exchange tunes and to hear the latest gossip. The walls are covered with dozens of music-making devices and glass counters hold strings and reeds and straps. Rows of pigeonholes hold sheet music from a hundred cultures and more. A backroom serves as a performance hall and a place for traveling bards to meet and catch up on goings-on. You also see a polished lunat counter with a few things on it, a dark curtain and the apprentice.

Obvious exits: out.

>out


>go shop

mark tower shield

[Assuming you mean Tembeg's Armory.]

[Tembeg's Armory, Salesroom]

This shop is filled with a goodly array of armor of all the more popular types. Tembeg himself, a Gor'Tog of some skill at ironwork and smithing, believes in plain but serviceable goods. Simple of speech, he prefers direct deals to bargaining and haggling. "Good armor at good prices" is Tembeg's motto. You may not find the latest fashions in engraved jousting plate, but you will find good, honest metal and sturdy workmanship. You also see a VERY prominent sign, a narrow doorway, a pedestal, a bucket of viscous gloop, several hooks laden with shields with several things on it, a box of leather armor, a large rack hung with chain armor with several things on it, a wide counter with brigandine armor with several things on it and an obsidian knight decked in plate armor with several things on it.

Obvious exits: out.

>

You begin to carefully size up your chances at nabbing a metal tower shield.

Considering actually grabbing the item, it should not prove difficult for you.

Regarding getting away with the theft, it's about even odds.

You feel highly confident in the accuracy of your judgement.

Roundtime: 1 sec.

>hide

You melt into the background, convinced that your attempt to hide went unobserved.

Roundtime: 2 sec.

>steal tower shield

Moving stealthily, you manage to grab a tower shield right from underneath a sales clerk's very nose.

You learned acceptably from this theft.

Roundtime: 5 sec.

>steal tower shield

Moving stealthily, you manage to grab a tower shield right from underneath a sales clerk's very nose.

You learned acceptably from this theft.

Roundtime: 5 sec.

>put my shield in my backpack


Thievery: 8 [+2]

You come out of hiding.

put my shield in my backpack

You put your shield in your hitman's backpack.

>

You put your shield in your hitman's backpack.

out

>

You go out.

[The Crossing, Town Green Northwest]

The entrance to Tembeg's Armory is through a hacked-out breach in the thick hedges that border the Green here. Tembeg, being a humble sort, has laid down a few planks leading into his establishment to serve as a walkway. Samples of his work are hung on hooks on the exterior of the unpainted wood structure but no sign or other eye-catching gimmicks are noticeable.

Obvious paths: east, southeast, south, northwest.

>e

You go east.

[The Crossing, Town Green North]

A small path of bent grass leads to a narrow stretch of cobblestones between the grass and the privet hedge that stands before Milgrym the Weaponsmith's. The town's main source of serviceable arms, Milgrym does a good trade and has a solid reputation. The stream of customers, though steady, seems careful not to disturb the usual tranquility of the facing greensward. You also see a public listings board and the town green pond.

Obvious paths: north, east, southeast, south, southwest, west.

>go shop

[Assuming you mean Milgrym the Weaponsmith's.]

[Milgrym's Weapons, Showroom]

This is a plain and businesslike shop carrying a wide variety of weapons. A fair assortment of the wide range of methods to cut, bash, crush, eviscerate and otherwise discomfit your enemies can be had here. Traders with exotic or unusual weapons are welcome to come in and dicker as Milgrym has an eye for bargains and an appreciation of good weapons. You also see a pine table labeled "Small & Larged Edged & Blunt Weapons" with several things on it, a pine counter labeled "Ranged Weapons and Ammunition" with several things on it, a pine bench labeled "Accessories and Brawling Gear" with a few things on it, a pine bin labeled "Miscellaneous" and a pine rack labeled "Two-Handed Weapons" with several things on it.

Obvious exits: out.

>mark stick

You begin to carefully size up your chances at nabbing a polished steel parry stick.

Considering actually grabbing the item, it would be taking candy from a baby.

Regarding getting away with the theft, nobody will ever miss it.

You feel highly confident in the accuracy of your judgement.

Roundtime: 1 sec.

>hide

You melt into the background, convinced that your attempt to hide went unobserved.

Roundtime: 2 sec.

>steal stick

Moving stealthily, you manage to grab a polished parry stick right from underneath a sales clerk's very nose.

You learned somewhat poorly from this simple theft.

Roundtime: 5 sec.

>steal stick

Moving stealthily, you manage to grab a polished parry stick right from underneath a sales clerk's very nose.

You learned somewhat poorly from this simple theft.

Roundtime: 5 sec.

>put my stick in my backpack


Thievery: 9 [+1]

You come out of hiding.

You put your stick in your hitman's backpack.

>put my stick in my backpack

out

You put your stick in your hitman's backpack.

>s

You go out.


>go shop

[Grisgonda's Gems and Jewels]

As you step into the room, your feet sink into plush carpets. The walls are set with numerous locked display cases. A well-dressed guard gives you a polite visual once over and steps aside so you may enter. Gems of every sort and size, from slivers of plain looking crystal to a massive heart-shaped gem the size of a Gor'Tog's fist are displayed. Grisgonda herself sits at a plain black marble desk with a bright lamp upon it inspecting gems that have been brought in for sale by other adventurers. You also see a gold easel with a leather-bound catalog on it and a side room.

Obvious exits: out.

>go room

mark gold anklet

[Grisgonda's, Appraisal Room]

This small room is filled with the subdued glimmer of many gems. Locked cases of heavy crystal line the walls, each containing a staggering array of precious stones and gems of endless variety, cut, color and shape. A soft white light falls upon a small table covered with black velvet. It radiates from a curious lamp set in the center of the table. You also see a silver bucket, a Dwarven appraiser and some display cases with several things on it.

Obvious exits: out.

>

You begin to carefully size up your chances at nabbing a gold anklet.

Considering actually grabbing the item, it should be about even odds.

Regarding getting away with the theft, it's about even odds.

You feel highly confident in the accuracy of your judgement.

Roundtime: 1 sec.

>hide

You melt into the background, convinced that your attempt to hide went unobserved.

Roundtime: 2 sec.

>steal gold anklet

Moving stealthily, you manage to grab a gold anklet right from underneath a sales clerk's very nose.

You learned acceptably from this theft.

Roundtime: 5 sec.

>put my anklet in my backpack


Thievery: 10 [+1]

You come out of hiding.

You put your anklet in your hitman's backpack.

>out

You go out.

[Grisgonda's Gems and Jewels]

As you step into the room, your feet sink into plush carpets. The walls are set with numerous locked display cases. A well-dressed guard gives you a polite visual once over and steps aside so you may enter. Gems of every sort and size, from slivers of plain looking crystal to a massive heart-shaped gem the size of a Gor'Tog's fist are displayed. Grisgonda herself sits at a plain black marble desk with a bright lamp upon it inspecting gems that have been brought in for sale by other adventurers. You also see a gold easel with a leather-bound catalog on it and a side room.

Obvious exits: out.

>mark platinum engagement ring

You begin to carefully size up your chances at nabbing a platinum engagement ring.

Considering actually grabbing the item, it would be taking candy from a baby.

Regarding getting away with the theft, nobody will ever miss it.

You feel highly confident in the accuracy of your judgement.

Roundtime: 1 sec.

>hide

You melt into the background, convinced that your attempt to hide went unobserved.

Roundtime: 2 sec.

>steal platinum engagement ring

Moving stealthily, you manage to grab a platinum engagement ring right from underneath Grisgonda's very nose.

You don't feel you learned anything useful from this trivial theft.

Roundtime: 5 sec.

>put my ring in my backpack


Thievery: 10 [0]

out

You come out of hiding.

You put your ring in your hitman's backpack.

>

You go out.


>go shop

You go west.

[The Crossing, Scorpion Lane]

Though no sinister dead-end or perilous cul-de-sac, you feel wary as you make your way along this lane. The shadowy rear wall of a large nondescript building bounds the north side of the street here, instilling an irrational but unshakable sensation of countless unseen departures and arrivals through secret doors at your back and hidden tunnels beneath your feet. Glimmers of light east toward Water Sprite Way provide some comfort, as do the busy sounds from Kertigen Road to the west. You also see a brilliantly painted sign displayed prominently in front of the Artificer's Shop.

Obvious paths: north, east, south, west.

>mark parchment scroll

[Herilo's Artifacts, Showroom]

Herilo the Artificer Exemplar squints over the marble counter muttering over a tattered manuscript. You feel powerful forces at work all around you in this atelier of arcana. A low cabinet of satiny shaal wood holds scrolls and parchments, as well as a small carved statue. On hooks and trays around the room are beads, talismans, amulets, crystals and odd ornaments fashioned from animal parts of assorted and disgusting nature, for use as catalysts in the practice of magical arts and divination. You also see a shaal wood table with a simple talisman on it, a round metal bucket, a wooden trunk with several things on it, a mother-of-pearl screen and a scroll stand with several things on it.

Obvious exits: out.

>

You begin to carefully size up your chances at nabbing a heavy parchment scroll labeled GAUGE FLOW.

Considering actually grabbing the item, it should be more likely liftable than not.

Regarding getting away with the theft, it should not prove too difficult.

You feel highly confident in the accuracy of your judgement.

Roundtime: 1 sec.

>hide

You melt into the background, convinced that your attempt to hide went unobserved.

Roundtime: 2 sec.

>steal parchment scroll

Moving stealthily, you manage to grab a heavy parchment scroll right from underneath a sales clerk's very nose.

You learned acceptably from this theft.

Roundtime: 5 sec.

>steal parchment scroll

Moving stealthily, you manage to grab a heavy parchment scroll right from underneath a sales clerk's very nose.

You learned acceptably from this theft.

Roundtime: 5 sec.

>put my scroll in my backpack


Thievery: 11 [+1]

put my scroll in my backpack

You come out of hiding.

You put your scroll in your hitman's backpack.

>out

You put your scroll in your hitman's backpack.

>e

You go out.


go shop

You run south.

[The Crossing, Gildleaf Circle]

Pungent, noxious fumes waft out of the open door of the Alchemist's Shop on the west side of the street here. Vapors of sulfur, formaldehyde, alcohol and methane are just a few of the odors you can identify, among myriad more you'd rather not hazard a guess at. Serious, stooped figures with long, grey locks or beards go and come through the door, oblivious to the choking miasma.

Obvious paths: north, east, south.

>

[Chizili's Alchemical Goods, Salesroom]

mark toolbox

An almost overwhelming array of scents attacks your nose the moment you enter this place. While strikingly clean, the room is also filled with jars and barrels and pots and carboys of every size and description. Bundles of dried herbs hang from racks overhead and glass amphorae are filled with strange animal parts being pickled. Lore and Science, superstition and practicality meet in this place where alchemists can re-stock almost all their bizarre needs in one place. You also see a heavily curtained doorway, the alchemist Chizili, a series of vats filled with liquids and a small wax-covered table with a candle mold on it.

Obvious exits: out.

>

You begin to carefully size up your chances at nabbing an acid-stained toolbox.

Considering actually grabbing the item, it may be troublesome to lift.

Regarding getting away with the theft, it'll be troublesome to be unnoticed.

You feel somewhat confident in the accuracy of your judgement.

Roundtime: 1 sec.

>hide

You melt into the background, convinced that your attempt to hide went unobserved.

Roundtime: 2 sec.

>steal toolbox

Moving stealthily, you manage to grab an acid-stained toolbox right from underneath a sales clerk's very nose.

You learned rather well from this difficult theft.

A sales clerk points to where you lie concealed and begins to shout loudly for help.

You come out of hiding.

Roundtime: 8 sec.

>put my toolbox in my backpack

Failed attempt recorded! - total fails: 1


Thievery: 12 [+1]

You put your toolbox in your hitman's backpack.

>out


[Emmiline's Cottage, Pantry]

A shelving unit gleams from regular polishing, their shelves laden with supplies and wares both available for sale and those yet to be unpacked. In the center of the room, a short table sits before a glass display case, both of which hold sparkling treasures. You also see Emmiline and an archway.

Obvious exits: none.

>look on case

mark second band on case

On the display case you see a striped enameled button labeled "Tiger Clan Empath", a royal blue enameled button labeled "Therenborough Empath", a copper enameled button labeled "Forfedhdar Empath", a delicate gold-link necklace with three dangling glaysker charms, a grey enameled button labeled "Wolf Clan Empath", a delicate gold-link bracelet with a diamond dusted glaysker charm, a turquoise enameled button labeled "Riverhaven Empath", a sea-green enameled button labeled "M'Riss Empath", a blue enameled button labeled "Crossing Empath", a gold-dipped jadice petal suspended from a leather cord, a white enameled button labeled "Aesry Surlaenis'a Empath", a woven basket, a gold enameled button labeled "Ratha Empath", a white gold wedding band carved with nuzzling unicorns, a purple enameled button labeled "Shard Empath" and an etched gold eternity band.

>

You begin to carefully size up your chances at nabbing an etched gold eternity band.

Considering actually grabbing the item, it should not prove difficult for you.

Regarding getting away with the theft, it should be easy to avoid attention.

You feel highly confident in the accuracy of your judgement.

Roundtime: 1 sec.

>hide

You melt into the background, convinced that your attempt to hide went unobserved.

Roundtime: 2 sec.

>steal second band on case

Moving stealthily, you manage to grab an etched gold eternity band right from underneath a sales clerk's very nose.

You learned acceptably from this theft.

Roundtime: 5 sec.

>steal second band on case

Moving stealthily, you manage to grab an etched gold eternity band right from underneath a sales clerk's very nose.

You learned acceptably from this theft.

Roundtime: 5 sec.

>

A voice whispers in your ear, "The officials in Crossing have charged you with thievery. We've kept things quiet, but thought you'd like to know."

>put my band in my backpack


Thievery: 14 [+2]

You come out of hiding.

You put your band in your hitman's backpack.

>put my band in my backpack

go arch

You put your band in your hitman's backpack.

>w

[Emmiline's Cottage, Sales Floor]

Shelves of wares gleam from the warm glow of lanterns lit in corners and on surfaces. The sales floor seems hushed in the night, though the clerks still busy themselves with cleaning the racks and displays, and with helping customers. A curtain has been pulled, partially obscuring a set of steps, and a small lantern illuminates the archway that leads to the other sales area. You also see a wooden door.

Obvious exits: west.

>

You go west.

[Emmiline's Cottage, Parlor]

Quiet murmurs accompany the rustle of paper as clerks and customers alike rifle through the wares offered in the parlor. A white marble fireplace, clean and unused, displays a number of items on its mantle while a book rack in the corner supports assorted papers and bindings. Near the window, a white basket glistens in the minimal light available. You also see a display board with an attached green tray.

Obvious exits: east.

>look on hook

mark second chart on hook

On the hooks you see a River Caiman anatomy chart, a Dwarven anatomy chart, a Gor'Tog anatomy chart, a Rakash anatomy chart, a Silver Leucro anatomy chart, a Halfling anatomy chart, a Peccary anatomy chart, an Elothean anatomy chart, a Lanky Grey Lach anatomy chart, a Snow Goblin anatomy chart, a Rock Troll anatomy chart, a Human anatomy chart, a Prydaen anatomy chart, a S'Kra Mur anatomy chart, an Elven anatomy chart, a Gnome anatomy chart, a Gidii anatomy chart and a Kaldar anatomy chart.

>

You begin to carefully size up your chances at nabbing a Dwarven anatomy chart.

Considering actually grabbing the item, it should be about even odds.

Regarding getting away with the theft, it should be possible.

You feel highly confident in the accuracy of your judgement.

Roundtime: 1 sec.

>hide

You melt into the background, convinced that your attempt to hide went unobserved.

Roundtime: 2 sec.

>steal second chart on hook

Moving stealthily, you manage to grab a Dwarven chart right from underneath a sales clerk's very nose.

You learned acceptably from this theft.

Roundtime: 5 sec.

>steal second chart on hook

Moving stealthily, you manage to grab a Dwarven chart right from underneath a sales clerk's very nose.

You learned acceptably from this theft.

Roundtime: 5 sec.

>put my chart in my backpack


Thievery: 17 [+3]

put my chart in my backpack

You come out of hiding.

You put your chart in your hitman's backpack.

>e

You put your chart in your hitman's backpack.

>

You go east.

[Emmiline's Cottage, Sales Floor]

Shelves of wares gleam from the warm glow of lanterns lit in corners and on surfaces. The sales floor seems hushed in the night, though the clerks still busy themselves with cleaning the racks and displays, and with helping customers. A curtain has been pulled, partially obscuring a set of steps, and a small lantern illuminates the archway that leads to the other sales area. You also see a wooden door.

Obvious exits: west.

>mark silk shirt on oak rack

You begin to carefully size up your chances at nabbing a black silk shirt embroidered with a small woodwisp on the left cuff.

Considering actually grabbing the item, it should not prove difficult for you.

Regarding getting away with the theft, it should be easy to avoid attention.

You feel highly confident in the accuracy of your judgement.

Roundtime: 1 sec.

>hide

You melt into the background, convinced that your attempt to hide went unobserved.

Roundtime: 2 sec.

>steal silk shirt on oak rack

Moving stealthily, you manage to grab a black silk shirt right from underneath a sales clerk's very nose.

You learned acceptably from this theft.

Roundtime: 5 sec.

>steal silk shirt on oak rack

Moving stealthily, you manage to grab a black silk shirt right from underneath a sales clerk's very nose.

You learned acceptably from this theft.

Roundtime: 5 sec.

>put my shirt in my backpack


Thievery: 19 [+2]

put my shirt in my backpack

You come out of hiding.

You put your shirt in your hitman's backpack.

>go door

You put your shirt in your hitman's backpack.

>go step

[Emmiline's Cottage, Porch]

Dimly lit by the lantern in one window, the corners of the wide porch are veiled in shadow. Dark shapes at one end vaguely resemble a table and seating area, while only a greyish oval window hints at where the door might be. You also see some wooden steps.

Obvious exits: none.

>go path


Arthe:

go door

[Arthe Dale, Glaysker Lane]

A curious arrangement of objects has been grouped on either side of the doorway of a building, which is almost completely obscured by the entangled maiden's tress vines that grow up the sides and over the roof. Stuffed animals, stone statues, pieces of furniture, a sundial, and assorted carved walking staves form a bizarre tableau. A statue next to the door holds a plaque.

Obvious paths: east, west.

>

[Odds 'n Ends, Sales Room]

mark hat

A gilded birdcage containing a wind-up parrot is suspended near the doorway. Glass cases line the walls, displaying practical items alongside rare oddities. A stuffed leucro head, which has been mounted on the wall, stares down at you with its sharp teeth exposed. The owner of the shop, Rufus Tanglefoot, looks up from combing his foothair and smiles at you expectantly. You also see an order counter and an ornately carved oak pedestal with a catalog on it.

Obvious exits: out.

>

You begin to carefully size up your chances at nabbing a floppy hat.

Considering actually grabbing the item, it should be trivial for one of your skills.

Regarding getting away with the theft, you could just waltz on out with it.

You feel highly confident in the accuracy of your judgement.

Roundtime: 1 sec.

>hide

You melt into the background, convinced that your attempt to hide went unobserved.

Roundtime: 2 sec.

>steal hat

Moving stealthily, you manage to grab a floppy hat right from underneath the merchant Rufus's very nose.

You learned acceptably from this theft.

Roundtime: 5 sec.

>steal hat

Moving stealthily, you manage to grab a floppy hat right from underneath the merchant Rufus's very nose.

You learned acceptably from this theft.

Roundtime: 5 sec.

>put my hat in my backpack


Thievery: 20 [+1]

put my hat in my backpack

You come out of hiding.

You put your hat in your hitman's backpack.

>out

You put your hat in your hitman's backpack.

>

You go out.


>ne

You go northeast.

[Arthe Dale, Glaysker Lane]

As you pause for a moment on the cobblestoned lane, your eye is caught by the entrance to a squat stone building with a blue awning. A dazzling silver sword has been securely mounted to the arched entryway above a small engraved plaque.

Obvious paths: northeast, southwest.

>go entryway

The door is locked up tightly for the night.

>out

You can't go there.

>ne

You go northeast.

[Arthe Dale, Glaysker Lane]

The festive glaysker blossoms that edge the lane provide a striking contrast to a homely wooden shack that sits unadorned and colorless at the side of the path. A plain wooden signpost stands at the shack's entrance.

Obvious paths: east, southeast, southwest.


go door

[Arthe Dale, Glaysker Lane]

A rounded building with a turf and flower-covered roof sits here at a sharp bend in the lane. The round white door almost seems to provide entry into a small flowery hill. Large beds of purple glaysker and bright yellow oralana flowers border the building.

Obvious paths: north, west.

>mark pipe in chest

[Yulugri Wala, Lobby]

During performances, the lobby bustles with activity as customers view the souvenirs and necessities for sale displayed within and on top of the counter down one side of the room, and various other items in the glass display cases down the opposite side. A long narrow carpet leads theatergoers toward the archway into the seating area. You also see a rosewood shelf with a fancifully colored map of Arthe Dale on it and the entrance to the Thain's box.

Obvious exits: west, out.

>

You begin to carefully size up your chances at nabbing an ash pipe carved to resemble a ram's horn.

Considering actually grabbing the item, it should not prove difficult for you.

Regarding getting away with the theft, it should be easy to avoid attention.

You feel highly confident in the accuracy of your judgement.

Roundtime: 1 sec.

>hide

You melt into the background, convinced that your attempt to hide went unobserved.

Roundtime: 2 sec.

>steal pipe in chest

Moving stealthily, you manage to grab a carved ash pipe right from underneath a sales clerk's very nose.

You learned acceptably from this theft.

Roundtime: 5 sec.

>

Your feet are finally dry.

>steal pipe in chest

Moving stealthily, you manage to grab a carved ash pipe right from underneath a sales clerk's very nose.

You learned acceptably from this theft.

Roundtime: 5 sec.

>put my pipe in my backpack


Thievery: 23 [+3]

put my pipe in my backpack

You come out of hiding.

You put your pipe in your hitman's backpack.

>out

You put your pipe in your hitman's backpack.

>w

You go out.


Leth:

go stump

You run east.

[Leth Deriel, Dragon Tree Road]

Haunches of venison, braces of wild fowl, and slabs of boar meat hang from tree limbs over smoldering fires of sage and fragrant woods. Baskets of berries, mushrooms and fruits lie drying in the sun. Sacks and kegs are piled alongside a tree trunk here, more of a very high stump actually. Above a chiseled-out opening in the stump is a crudely carved sign.

Obvious paths: east, west.

>mark tunic

[Alberdeen's Meats and Provisions, Front Room]

Alberdeen the Provisioner is a rather rustic-looking Elf, more used to hunting and foraging than dealing with customers, but helpful nonetheless. Salted and cured game, jerked meats, pickled eggs, and hard Elven waybread sit on simple shelves behind the counter, along with necessities like rope, sacks and simple tools. The prices are reasonable, and one could equip a good-sized caravan or hunting party for a relatively modest outlay. You also see a wicker basket and an ironwood counter with several things on it.

Obvious exits: down, out.

>hide

Mark what?

>

You melt into the background, convinced that your attempt to hide went unobserved.

Roundtime: 2 sec.

>steal tunic

out

You haven't picked something to steal!

>


Thievery: 21 [0]

You come out of hiding.

You go out.


>go door

You go southwest.

[Leth Deriel, Cambium Circle]

Thorny shrubs clog the ground to the northwest. On the opposite side, there towers a stately white oak with a trunk over five feet in diameter. More striking still is the fact that the branches and surface are covered in intricate knotwork and figures carved in high relief. You notice what appears to be some kind of door in the side of the trunk, cleverly fitted to almost conceal it. You also see a wooden plaque attached to the oak with an intricately carved peg.

Obvious paths: northeast, southwest.

>mark model tree

[Yerui's Woodcraft, Workshop]

Wood shavings cover the floor, causing a slightly musty odor to permeate throughout the workshop. Scattered all around are examples of Yerui's knowledge of woods and his skill with tools, displaying a fine talent in design in the various statues, toys and sundry items set out for sale. You also see a carved firewood bin, a tiered display shelf with several things on it, a wooden door and an etched ironwood rack with a couple of things on it.

Obvious exits: none.

>

You begin to carefully size up your chances at nabbing a miniature model tree that closely resembles the Sana'ati Dyaus.

Considering actually grabbing the item, it should be more likely liftable than not.

Regarding getting away with the theft, it should not prove too difficult.

You feel highly confident in the accuracy of your judgement.

Roundtime: 1 sec.

>hide

You melt into the background, convinced that your attempt to hide went unobserved.

Roundtime: 2 sec.

>steal model tree

Moving stealthily, you manage to grab a miniature model tree right from underneath a sales clerk's very nose.

You learned acceptably from this theft.

Roundtime: 5 sec.

>steal model tree

Moving stealthily, you manage to grab a miniature model tree right from underneath a sales clerk's very nose.

You learned acceptably from this theft.

Roundtime: 5 sec.

>

Your feet are dripping with water. Pools of it are forming all around you.

>put my tree in my backpack


Thievery: 23 [+2]

You come out of hiding.

You put your tree in your hitman's backpack.

>put my tree in my backpack

You put your tree in your hitman's backpack.

>go door

[Leth Deriel, Cambium Circle]

sw


go arch

You go up.

[Sinjian's Bardic Requisites, Workshop]

Soundboards, strings, reeds, frets and various unidentifiable pieces cover a broad work table here, forgotten remnants of projects from earlier in the day. Casting odd-shaped shadows that dance in the flickering lamplight, they seem more like a macabre jigsaw puzzle come to life rather than the exquisite instruments they will be turned into by the skillful hands of Sinjian and his apprentices. You also see a tall walnut arch.

Obvious exits: down.

>mark Golden-hued hat

[Sinjian's Bardic Requisites, Workshop]

Silver moonlight spilling in from a large bay window to the north casts deep shadows in the lee of the shelves and cabinets to either side. Only the illumination of a single glass lantern sitting on a long table lightens the enveloping darkness. Sitting there in the pool of golden radiance are several piles of unsewn cloth, awaiting a tailor's touch in the morning. You also see a tall walnut arch, the weaver Sinysa and a polished pine table with a couple of things on it.

Obvious exits: none.

>

You begin to carefully size up your chances at nabbing a golden-hued felt hat.

Considering actually grabbing the item, it should be trivial for one of your skills.

Regarding getting away with the theft, you could just waltz on out with it.

You feel highly confident in the accuracy of your judgement.

Roundtime: 1 sec.

>hide

You melt into the background, convinced that your attempt to hide went unobserved.

Roundtime: 2 sec.

>steal Golden-hued hat

Moving stealthily, you manage to grab a golden-hued felt hat right from underneath the weaver Sinysa's very nose.

You learned acceptably from this theft.

Roundtime: 5 sec.

>steal Golden-hued hat

Moving stealthily, you manage to grab a golden-hued felt hat right from underneath the weaver Sinysa's very nose.

You learned acceptably from this theft.

Roundtime: 5 sec.

>put my hat in my backpack


Thievery: 25 [+2]

You come out of hiding.

put my hat in my backpack

You put your hat in your hitman's backpack.

>

You put your hat in your hitman's backpack.

>go arch


>go tent

look on glass shelves

[Origami Boutique]

A tasteful, pale blue carpet and matching silk walls give this tent an open, airy feel. Lighting is provided by a set of silver filigree lamps set most securely on the tent poles. Fire is, understandably, a serious concern here. You also see some wooden bins, a glass-sided bookcase, a finely lettered sign on a carved oak stand, some glass shelves with several things on it, a wooden table with several things on it, a large placard, a low counter with several things on it, a bucket of viscous gloop and a wooden rack.

Obvious exits: out.

>

On the glass shelves you see a slim maple origami case, a fine china origami case, a cloisonne origami case, a leather origami case, a red enameled origami case, a varnished elm origami case and a polished oak origami case.

mark second case on glass shelves

>

You begin to carefully size up your chances at nabbing a fine china origami case.

Considering actually grabbing the item, it should be about even odds.

Regarding getting away with the theft, it's about even odds.

You feel highly confident in the accuracy of your judgement.

Roundtime: 1 sec.

>hide

You melt into the background, convinced that your attempt to hide went unobserved.

Roundtime: 2 sec.

>steal second case on glass shelves

Moving stealthily, you manage to grab a fine china origami case right from underneath a sales clerk's very nose.

You learned acceptably from this theft.

Roundtime: 5 sec.

>steal second case on glass shelves

Moving stealthily, you manage to grab a fine china origami case right from underneath a sales clerk's very nose.

You learned acceptably from this theft.

A sales clerk points to where you lie concealed and begins to shout loudly for help.

You come out of hiding.

Roundtime: 8 sec.

>

Your strong sense of survival fades, leaving you feeling unsure of what to do if you are attacked.

The clarity with which you perceieve your surroundings fades as one of your mental pillars supporting it ceases.

>put my case in my backpack

Failed attempt recorded! - total fails: 2


Thievery: 27 [+2]

You put your case in your hitman's backpack.

>put my case in my backpack

out

You put your case in your hitman's backpack.

>

You go out.


go door

[Assuming you mean the narrow gap in the living fence.]

[Leth Deriel, Willow Tree]

Arriving at the base of the willow tree, you hear the faint clanging noise of metal upon metal. Though you can't see the source of this sound, you do notice you've come upon some sort of shop or abode, for in the side of the willow is a door of intricately woven branches. A few broken arrow shafts lie on the ground around the entrance, and an arrow-shaped sign hangs above the door. You also see a path.

Obvious paths: none.

>

[Huyelm's Trueflight Bow and Arrow Shop, Salesroom]

mark heavy crossbow

Huyelm is an expert archer, bowmaker and fletcher, who likes to expound on his craft and goods at great length to anyone who will listen. Constructed inside this huge black willow tree, his shop sells archery equipment of all kinds, made from wood and hide, as well as more exotic material like bone, horn, and ivory. Here bows and arrows can be purchased for sport, hunt or battle. In one corner stands his own formidable weapon, an ash long bow as tall as a Human. You also see a counter with a leather bound catalog on it and Huyelm.

Obvious exits: up, out.

>

You begin to carefully size up your chances at nabbing a heavy crossbow.

Considering actually grabbing the item, it should be trivial for one of your skills.

Regarding getting away with the theft, it should be easy to avoid attention.

You feel highly confident in the accuracy of your judgement.

Roundtime: 1 sec.

>hide

You melt into the background, convinced that your attempt to hide went unobserved.

Roundtime: 2 sec.

>steal heavy crossbow

Moving stealthily, you manage to grab a heavy crossbow right from underneath Huyelm's very nose.

You learned acceptably from this theft.

Roundtime: 5 sec.

>

A voice whispers in your ear, "The officials in City of Leth Deriel have charged you with thievery. We've kept things quiet, but thought you'd like to know."

>steal heavy crossbow

Your feet are continuing to drip water everywhere.

>

Moving stealthily, you manage to grab a heavy crossbow right from underneath Huyelm's very nose.

You learned acceptably from this theft.

Roundtime: 5 sec.

>put my crossbow in my backpack


Thievery: 29 [+2]

You come out of hiding.

You put your crossbow in your hitman's backpack.

>put my crossbow in my backpack

out

You put your crossbow in your hitman's backpack.

>go path

You go out.


>go shack

[Leth Deriel, Wooden Shack]

Oil lanterns hung from the roof of the shack light the surrounding area with fitful flames. The head of a large predatory cat snarls above two crossed wooden spears hanging from the wall. Spread over the floor of the hut are a variety of animal pelts, providing a soft cushion of silky fur underfoot. You also see a low ebony table with a catalog on it, the merchant Yithye that is sitting and a brightly embroidered tapestry.

Obvious exits: out.

>mark brass shield

You begin to carefully size up your chances at nabbing a beaten brass shield.

Considering actually grabbing the item, it should not prove difficult for you.

Regarding getting away with the theft, it's about even odds.

You feel highly confident in the accuracy of your judgement.

Roundtime: 1 sec.

>hide

You melt into the background, convinced that your attempt to hide went unobserved.

Roundtime: 2 sec.

>steal brass shield

Moving stealthily, you manage to grab a beaten brass shield right from underneath the merchant Yithye's very nose.

You learned acceptably from this theft.

Roundtime: 5 sec.

>

You feel fully rested.

>steal brass shield

Moving stealthily, you manage to grab a beaten brass shield right from underneath the merchant Yithye's very nose.

You learned acceptably from this theft.

Roundtime: 5 sec.

>put my shield in my backpack


Thievery: 31 [+2]

put my shield in my backpack

You come out of hiding.

You put your shield in your hitman's backpack.

>out

You put your shield in your hitman's backpack.

>cli stair

You go out.


[The Crossing, Varlet's Run]

You happen upon a shadowy street corner, within leaping distance of the riverbank for a quick getaway via the River Oxenwaithe or a fast dart into the murky underpinnings of Oxenwaithe Bridge. The lack of illumination also serves to protect the identities of the customers of the small, dimly-lit shop by the side of the road.

Obvious paths: north, southeast, west.

>w

Total failed attempts recorded - 2

Binning everything!

You go west.


>khri stop

You attempt to relax your mind from all of its meditative states.

Your hands feel more clumsy as your intuition on how and when to relieve others of their possessions wanes.

You are unable to maintain your focus on the shadows around you, and your knowledge of better hiding places subsides.

Your unshakable calm dissipates, leaving the world around you suddenly seeming more chaotic.

You are no longer able to maintain the heightened senses required to observe the areas around you.

>

Your feet are dripping with water. Pools of it are forming all around you.

>health

hide

Your body feels at full strength.

Your spirit feels full of life.

You have no significant injuries.

>

[Script finished, Execution time - 09:22.]

You melt into the background, convinced that your attempt to hide went unobserved.

Roundtime: 2 sec.

>

Saving snapshot..