The death of [ 5 Monk] Yzar (Illithid)

in Kobold Collective Farmhouse

from the perspective of [ 5 Monk] Yzar (Illithid)

<worn in ear>        an angelic hardwood earring
<worn on face>       a humming bamboo mask
<worn about body>    a shimmering bark mantle
<worn as quiver>     a patched bamboo quiver
<worn about waist>   a stylish reed girth
<worn on belt buckle>a cracked hardwood belt buckle
<worn on arms>       some unique softwood sleeves
<worn around wrist>  a well-crafted bamboo wristguard
<worn around wrist>  a sinister bark bracer

Into what?

< 18h/18H 120v/120V Pos: standing >
the corpse of a kobold farmhand appears to be empty.

< 18h/18H 120v/120V Pos: standing >
Into what?

< 18h/18H 120v/120V Pos: standing >
Kobold Collective Farmhouse
Obvious exits: -South
[4] The corpse of a kobold farmhand is lying here.
A kobold taskmaster stands here making sure the farmhands keep in line.
A kobold taskmaster stands here making sure the farmhands keep in line.

< 18h/18H 120v/120V Pos: standing >
You have just begun the trek to your next level!

< 18h/18H 120v/120V Pos: standing >
A Stony Path
   This is a stony path which leads to a small residence to the north.
The path looks remarkably well tended as compared to other various
roadway you have tripped through to get here.  The noisy oinking of
pigs can be heard to the east.
Obvious exits: -North -East 

< 18h/18H 119v/120V Pos: standing >
Pig Pen
   You feel your boots sinking into the mud.  Numerous pigs roam
about, oblivious to your company.  A overgrown field is to the north
while you see a small path winding to the west.  Kobolds love the
taste of roasted pig.
Obvious exits: -North -West 
A kobold youth stands here, waiting for nothing in particular.
A pig wallows in the mud and oinks in contentment.
A pig wallows in the mud and oinks in contentment.
A pig wallows in the mud and oinks in contentment.
A pig wallows in the mud and oinks in contentment.
A pig wallows in the mud and oinks in contentment.

< 18h/18H 118v/120V Pos: standing >
A Grassy Field
Obvious exits: -North -East  -South
You see the red shape of a small living being here.

< 18h/18H 117v/120V Pos: standing >
Animal Hold
   Animals of every sort fill the small hold made of hardened mud and
sticks.  You feel the hot breath of horses and cows on your neck and
you feel the sudden need for fresh air.  Other than that, you feel
cozy and protected and don't mind staying for a bit longer.  To the
north is an opening which leads into a chicken yard.  To the south is
a grassy field.  Through an opening in the west lies the fields of the
kobold farmers.
Obvious exits: -North -South -West 
A donkey becomes frightened by your presence.
A donkey becomes frightened by your presence.
A donkey becomes frightened by your presence.
A donkey becomes frightened by your presence.
A cow is here, chewing her cud.
A cow is here, chewing her cud.
A cow is here, chewing her cud.

< 18h/18H 116v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 18h/18H 116v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 18h/18H 117v/120V Pos: standing >
A Chicken Yard
   You stand inside a rather crowded chicken coop.  The cackle of hens
fill the air.  The yard is fenced in on all sides except to the south,
which leads into the animal hold.
Obvious exits: -South
A chicken sits on her nest.
A chicken sits on her nest.
A chicken sits on her nest.
A chicken sits on her nest.
A chicken sits on her nest.
A chicken sits on her nest.

< 18h/18H 116v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 18h/18H 116v/120V Pos: standing >
Animal Hold
   Animals of every sort fill the small hold made of hardened mud and
sticks.  You feel the hot breath of horses and cows on your neck and
you feel the sudden need for fresh air.  Other than that, you feel
cozy and protected and don't mind staying for a bit longer.  To the
north is an opening which leads into a chicken yard.  To the south is
a grassy field.  Through an opening in the west lies the fields of the
kobold farmers.
Obvious exits: -North -South -West 
A donkey becomes frightened by your presence.
A donkey becomes frightened by your presence.
A donkey becomes frightened by your presence.
A donkey becomes frightened by your presence.
A cow is here, chewing her cud.
A cow is here, chewing her cud.
A cow is here, chewing her cud.

< 18h/18H 116v/120V Pos: standing >
A Grassy Field
Obvious exits: -North -East  -South
You see the red shape of a small living being here.

< 18h/18H 116v/120V Pos: standing >
A Paved Road
   The stretch of road here has actually been paved, doubtless by some
kobold whipped into action to actually get the road fixed up.  The
area here seems to be better kept, an overall more upper class sector
of the kobold settlement.  To the east stands a tall building of stone
and wood, looking to be some sort of inn.  To the west is access on to
a grassy field.  The road continues north, while to the south is the
granite bridge crossing the murky stream.
Obvious exits: -North -East  -South -West 

< 18h/18H 115v/120V Pos: standing >
A Paved Road
   The road runs through a better kept sector of the kobold settle-
ment; a sign of this is the fact that the road is actually paved.  To
the east stands a kobold guard post.  A ways up the road to the north
lies a rather gigantic stone hut.  The road continues to the north and
south.
Obvious exits: -North -East  -South
A kobold youth stands here, waiting for nothing in particular.

< 18h/18H 115v/120V Pos: standing >
Guard's Post of the Northern Sector
   This hut of stone is built like a bunker; most of the building lies
in the ground.  The earthen floor has been swept dry, and the room is
fairly clean for a kobold dwelling.  The guards here stand looking at
you, giving you suspicious stares.  Obviously strangers are not too
welcome among the guard posts of the kobold camp.
Obvious exits: -West 
A kobold guard of the kobold settlement looks for signs of trouble.
A kobold guard of the kobold settlement looks for signs of trouble.

< 18h/18H 114v/120V Pos: standing >
You punch forcefully at a kobold guard, causing his face to collapse under the blow, blood everywhere.  Hmm, doesn't look like a kobold guard will recover. Ever.
A kobold guard is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
The unmistakable scent of fresh blood can be smelled as a kobold guard dies in agony.

< 18h/18H 116v/120V Pos: standing >
You get 5 coins from the corpse of a kobold guard.
There were: 2 silver coins, 3 copper coins. 

< 18h/18H 120v/120V Pos: standing >
Into what?

< 18h/18H 120v/120V Pos: standing >
You punch forcefully at a kobold guard, causing his face to collapse under the blow, blood everywhere.  Hmm, doesn't look like a kobold guard will recover. Ever.
A kobold guard is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
You feel the bloodlust in your heart as you hear the death cry of a kobold guard.

< 18h/18H 120v/120V Pos: standing >
You get 5 coins from the corpse of a kobold guard.
There were: 3 silver coins, 2 copper coins. 

< 18h/18H 120v/120V Pos: standing >
Into what?

< 18h/18H 120v/120V Pos: standing >

		Character attributes for Yzar

Level: 5   Race: Illithid   Class: Monk 
Age: 105 yrs / 6 mths  Height: 57 inches Weight: 140 lbs  Size: medium

STR: excellent        AGI: excellent         DEX: excellent
POW: very good        INT: excellent         WIS: very good
CON: excellent        CHA: good             LUCK: excellent

Armor Points: -16  Reduces melee damage taken by 1.6% 
Melee Critical Percentage(int): 16%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 2% 
HP Vamp Cap Percentage(pow): 193% 
Spell Damage Modifier(str): 100% 
Bloodlust Damage Bonus(vs mob only): 10% 
Hitroll: average	Damroll: better than average   Approx Barehand Damage: axe
Alignment: extremely evil

Saving Throws: PAR[far worse than average]  FEA[far worse than average]
               BRE[far worse than average]  SPE[far worse than average]

Load carried: Paltry

< 18h/18H 120v/120V Pos: standing >
You have just begun the trek to your next level!

< 18h/18H 120v/120V Pos: standing >
A Paved Road
   The road runs through a better kept sector of the kobold settle-
ment; a sign of this is the fact that the road is actually paved.  To
the east stands a kobold guard post.  A ways up the road to the north
lies a rather gigantic stone hut.  The road continues to the north and
south.
Obvious exits: -North -East  -South

< 18h/18H 119v/120V Pos: standing >
A Paved Road
   The stretch of road here has actually been paved, doubtless by some
kobold whipped into action to actually get the road fixed up.  The
area here seems to be better kept, an overall more upper class sector
of the kobold settlement.  To the east stands a tall building of stone
and wood, looking to be some sort of inn.  To the west is access on to
a grassy field.  The road continues north, while to the south is the
granite bridge crossing the murky stream.
Obvious exits: -North -East  -South -West 

< 18h/18H 118v/120V Pos: standing >
A Large Stone Bridge
   The bridge is made of gigantic slabs of granite bound together with
heavy iron spikes.  The bridge crosses over a murky stream flowing
east and west of here.  High grasses and reeds have grown up along the
soggy banks of the stream, creating a thick barrier of vegetation
flanking the stream to the north and south.  Annoying little insects
buzz around you in an incessant hum.  To the north lies a road which
looks to actually be in pretty good shape.  To the south lies the
ill-kept trail.
Obvious exits: -North -South

< 18h/18H 117v/120V Pos: standing >
An Ill-Kept Trail
   The ill-kept trail continues east and west of here.  To the north
is a large stone bridge offering dry passage over the muddy stream.
To the south is a stone and wood hut, with the smells of baked goods
drifting from it.  The trail continues to be a nuisance to any
traveler to the east and west of here.
Obvious exits: -North -East  -South -West 

< 18h/18H 116v/120V Pos: standing >
An Ill-Kept and Muddy Trail
   The murky stream to the north takes a sudden swing to the south of
here.  A giant slab of granite has been placed on the trail, over the
stream, to give travelers the luxury of not getting their boots wet
while crossing the stream to follow the trail.  Regardless of the
attempt to keep stream and trail separate, the path has become a muddy
mire, making traveling no easy business.  A small pathway breaks off
of the trail here to follow the murky stream to the south.  To the
west is a large mound, which looks to be a dwelling of sorts.
Obvious exits: -East  -South -West 

< 18h/18H 115v/120V Pos: standing >
Following the Murky Stream
Obvious exits: -North -South
You see the red shape of a medium living being here.
You see the red shape of a medium living being here.
You see the red shape of a medium living being here.
You see the red shape of a medium living being here.

< 18h/18H 113v/120V Pos: standing >
Following the Murky Stream
Obvious exits: -North -South
You see the red shape of a medium living being here.
You see the red shape of a medium living being here.

< 18h/18H 111v/120V Pos: standing >
The Bank of a Large Pond
Obvious exits: -North -South -Down 
You see the red shape of a medium living being here.
You see the red shape of a medium living being here.

< 18h/18H 110v/120V Pos: standing >
You need a boat to go there.

< 18h/18H 110v/120V Pos: standing >

		Character attributes for Yzar

Level: 5   Race: Illithid   Class: Monk 
Age: 105 yrs / 6 mths  Height: 57 inches Weight: 140 lbs  Size: medium

STR: excellent        AGI: excellent         DEX: excellent
POW: very good        INT: excellent         WIS: very good
CON: excellent        CHA: good             LUCK: excellent

Armor Points: -16  Reduces melee damage taken by 1.6% 
Melee Critical Percentage(int): 16%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 2% 
HP Vamp Cap Percentage(pow): 193% 
Spell Damage Modifier(str): 100% 
Bloodlust Damage Bonus(vs mob only): 10% 
Hitroll: average	Damroll: better than average   Approx Barehand Damage: axe
Alignment: extremely evil

Saving Throws: PAR[far worse than average]  FEA[far worse than average]
               BRE[far worse than average]  SPE[far worse than average]

Load carried: Paltry

< 18h/18H 111v/120V Pos: standing >
A Dark Tunnel
   You stand inside a small underground tunnel.  The ceiling is so low
that you must crouch to avoid hitting your head.  You see light from a
small hole in the ceiling while to the east you see nothing but
darkness.
Obvious exits: -East  -Up   

< 18h/18H 110v/120V Pos: standing >
A Dark Tunnel
   You stand inside a small underground tunnel.  The ceiling is so low
that you must crouch to avoid hitting your head.  The tunnel continues
east and west.  All you can see is darkness.
Obvious exits: -East  -West 
A torch is here fastened to the tunnel wall, flickering in the dark.

< 18h/18H 110v/120V Pos: standing >
A Dark Tunnel
   You stand inside a small underground tunnel.  The ceiling is so low
that you must crouch to avoid hitting your head.  The tunnel continues
east and west.  All you can see is darkness.
Obvious exits: -East  -South -West 
A kobold youth stands here, waiting for nothing in particular.

< 18h/18H 109v/120V Pos: standing >
A Freshly Dug Tunnel
   The tunnel looks to have been created fairly recently, as there is
still a lot of debris and clods of loose dirt lying around in heaps.
Wooden supports made from the trunks of trees have been used to keep
the ceiling up it.  Is very dark all around, and little can be seen.
There is large wooden ladder descending down a dark hole to south end
of the tunnel from which the sound of clanging picks and voices can be
heard.
Obvious exits: -North -Down 
A kobold youth stands here, waiting for nothing in particular.

< 18h/18H 109v/120V Pos: standing >
On the Ladder
   The tunnel is a sheer drop down, with the ladder being the only safe
way up or down the tunnel.  A small rope pully can be seen dimly in your
light, used to haul small loads of ore up to the surface.  The sounds
of picks cracking rocks can be heard echoing through the tunnels
beneath you, the signs that going down will eventually lead to the
kobold mines.
Obvious exits: -Up    -Down 

< 18h/18H 108v/120V Pos: standing >
On the Ladder
   The tunnel is a sheer drop down, with the ladder being the only safe
way up or down the tunnel.  A small rope dangles along the side of the
ladder, presumably to haul up the mined ore.  The sounds of kobolds
somewhere beneath you is a lot closer, although sounds echoing through
the dark tunnels can distort distances.
Obvious exits: -Up    -Down 

< 18h/18H 107v/120V Pos: standing >
Beneath the Ladder in the Kobold Mines
   The mines of the kobolds have been cut out of the bedrock deep
below the settlement.  Its very dark down here, only the slightest
trace of light can be seen.  The tunnel leads off to the north and
south where the voices of kobolds can be heard along with the clanging
sounds of pick axes hitting solid rock.  To the east is a little
alcove which looks like it used for storage supplies.
Obvious exits: -North -East  -South -Up   

< 18h/18H 107v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 18h/18H 107v/120V Pos: standing >
A Three-Way Intersection in the Mines
   The mines passages split off to the east and west, with the main
tunnel leading to the north.  The walls of the mine are dark and solid
rock.  It is bitterly cold down in the dark depths of these mines.
Obvious exits: -North -East  -West 
A small pile of coins lies here.

< 18h/18H 106v/120V Pos: standing >
An Abandoned Passage
   The passage is fairly narrow and no sounds of work can be heard
echoing among the dark, rock walls here.  Some old, broken mining
equipment lies by the wayside here rustying in the damp mine tunnels.
The passage continues to the east and west.
Obvious exits: -East  -West 
The corpse of a kobold miner is lying here.
A handful of coins lie here.

< 18h/18H 106v/120V Pos: standing >
Dead End in an Abandoned Mine
   The passage comes to an end here to the east where the passage runs
into a giant bank of sand.  Whatever the kobolds had been mining for,
they weren't going to find it in this wall of sand.  Several kobold
miners have come here to talk and eat while on a break from their
toilsome picking at rock.
Obvious exits: -East 
[3] The corpse of a kobold miner on his break is lying here.
The corpse of a kobold miner is lying here.

< 18h/18H 104v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 18h/18H 104v/120V Pos: standing >
A true martial artist would know his opponent for certain before striking.

< 18h/18H 120v/120V Pos: standing >
A true martial artist would know his opponent for certain before striking.

< 18h/18H 120v/120V Pos: standing >
A true martial artist would know his opponent for certain before striking.

< 18h/18H 120v/120V Pos: standing >
Autosaving...

< 18h/18H 120v/120V Pos: standing >
A true martial artist would know his opponent for certain before striking.

< 18h/18H 120v/120V Pos: standing >
You haven't mastered your mind control enough yet!

< 18h/18H 120v/120V Pos: standing >
You have just begun the trek to your next level!

< 18h/18H 120v/120V Pos: standing >

		Score information for Yzar

Level: 5   Race: Illithid   Class: Monk Sex: Female
Hit points: 18(18)  Moves: 120(120)
Coins carried:    0 platinum    31 gold    24 silver    13 copper
Coins in bank:    0 platinum     0 gold     0 silver     0 copper
Playing time: 0 days / 13 hours/ 48 minutes
Received data: 0.0321 MB this session.
Send data:     0.0018 MB this session.
Compression ratio: 77%
77%
Status:  Standing.
Epic points: 0
Epic Bonus: Experience Bonus (0.00%)
Frags:   +0.00   Deaths:   17
Enchantments:    Ultravision
Bartender Quests Remaining: 8
Combat Pulse:   16 Spell Pulse:  0.03 
Leaderboard Points:   45 


< 18h/18H 120v/120V Pos: standing >
A true martial artist would know his opponent for certain before striking.

< 18h/18H 120v/120V Pos: standing >
A true martial artist would know his opponent for certain before striking.

< 18h/18H 120v/120V Pos: standing >
A true martial artist would know his opponent for certain before striking.

< 18h/18H 120v/120V Pos: standing >
A true martial artist would know his opponent for certain before striking.

< 18h/18H 120v/120V Pos: standing >
A true martial artist would know his opponent for certain before striking.

< 18h/18H 120v/120V Pos: standing >
A true martial artist would know his opponent for certain before striking.

< 18h/18H 120v/120V Pos: standing >
The taste of blood slowly fades from your body.

< 18h/18H 120v/120V Pos: standing >
Autosaving...

< 18h/18H 120v/120V Pos: standing >
A true martial artist would know his opponent for certain before striking.

< 18h/18H 120v/120V Pos: standing >
A true martial artist would know his opponent for certain before striking.

< 18h/18H 120v/120V Pos: standing >
A true martial artist would know his opponent for certain before striking.

< 18h/18H 120v/120V Pos: standing >
Dead End in an Abandoned Mine
Obvious exits: -East 
[3] The corpse of a kobold miner on his break is lying here.
The corpse of a kobold miner is lying here.

< 18h/18H 120v/120V Pos: standing >
An Abandoned Passage
   The passage is fairly narrow and no sounds of work can be heard
echoing among the dark, rock walls here.  Some old, broken mining
equipment lies by the wayside here rustying in the damp mine tunnels.
The passage continues to the east and west.
Obvious exits: -East  -West 
The corpse of a kobold miner is lying here.
A handful of coins lie here.

< 18h/18H 118v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 18h/18H 118v/120V Pos: standing >
A Three-Way Intersection in the Mines
   The mines passages split off to the east and west, with the main
tunnel leading to the north.  The walls of the mine are dark and solid
rock.  It is bitterly cold down in the dark depths of these mines.
Obvious exits: -North -East  -West 
A small pile of coins lies here.

< 18h/18H 117v/120V Pos: standing >
Beneath the Ladder in the Kobold Mines
   The mines of the kobolds have been cut out of the bedrock deep
below the settlement.  Its very dark down here, only the slightest
trace of light can be seen.  The tunnel leads off to the north and
south where the voices of kobolds can be heard along with the clanging
sounds of pick axes hitting solid rock.  To the east is a little
alcove which looks like it used for storage supplies.
Obvious exits: -North -East  -South -Up   

< 18h/18H 116v/120V Pos: standing >
On the Ladder
   The tunnel is a sheer drop down, with the ladder being the only safe
way up or down the tunnel.  A small rope dangles along the side of the
ladder, presumably to haul up the mined ore.  The sounds of kobolds
somewhere beneath you is a lot closer, although sounds echoing through
the dark tunnels can distort distances.
Obvious exits: -Up    -Down 

< 18h/18H 116v/120V Pos: standing >
On the Ladder
   The tunnel is a sheer drop down, with the ladder being the only safe
way up or down the tunnel.  A small rope pully can be seen dimly in your
light, used to haul small loads of ore up to the surface.  The sounds
of picks cracking rocks can be heard echoing through the tunnels
beneath you, the signs that going down will eventually lead to the
kobold mines.
Obvious exits: -Up    -Down 

< 18h/18H 115v/120V Pos: standing >
A Freshly Dug Tunnel
   The tunnel looks to have been created fairly recently, as there is
still a lot of debris and clods of loose dirt lying around in heaps.
Wooden supports made from the trunks of trees have been used to keep
the ceiling up it.  Is very dark all around, and little can be seen.
There is large wooden ladder descending down a dark hole to south end
of the tunnel from which the sound of clanging picks and voices can be
heard.
Obvious exits: -North -Down 
A kobold youth stands here, waiting for nothing in particular.

< 18h/18H 114v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 18h/18H 114v/120V Pos: standing >
A Dark Tunnel
   You stand inside a small underground tunnel.  The ceiling is so low
that you must crouch to avoid hitting your head.  The tunnel continues
east and west.  All you can see is darkness.
Obvious exits: -East  -South -West 

< 18h/18H 114v/120V Pos: standing >
A Dark Tunnel
   You stand inside a small underground tunnel.  The ceiling is so low
that you must crouch to avoid hitting your head.  The tunnel continues
east and west.  All you can see is darkness.
Obvious exits: -East  -West 
A torch is here fastened to the tunnel wall, flickering in the dark.

< 18h/18H 113v/120V Pos: standing >
A Dark Tunnel
   You stand inside a small underground tunnel.  The ceiling is so low
that you must crouch to avoid hitting your head.  You see light from a
small hole in the ceiling while to the east you see nothing but
darkness.
Obvious exits: -East  -Up   

< 18h/18H 112v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 18h/18H 113v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 18h/18H 113v/120V Pos: standing >
The Bank of a Large Pond
   The murky stream tumbles down to meet a large pond at the base of
the slope.  The pond itself seems pretty murky, but kobolds seem to be
fishing the waters looking for food.  There is a hole going down into
the ground not too far away from here, traveling beneath the
settlement.  One can paddle out into the middle of the pond to the
south.
Obvious exits: -North -South -Down 
A kobold fisherman is casting his line into the murky waters of the pond.
A kobold fisherman is casting his line into the murky waters of the pond.

< 18h/18H 113v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 18h/18H 113v/120V Pos: standing >
Following the Murky Stream
   The path becomes a little tricky here as it winds down the now
steep slope.  Kobolds are here wading among the waters of the stream
looking for nuggets of precious metals or trying to catch a snack.
The path continues to the north and south.
Obvious exits: -North -South
A kobold is here panning the murky stream for gold.
A kobold is here panning the murky stream for gold.

< 18h/18H 111v/120V Pos: standing >
Following the Murky Stream
   The terrain here inclines downward to the south, creating a gentle
slope.  The murky stream gurgles and splashes as it winds its way down
the slope towards what looks to be a large pond at the base of the
incline.  Kobolds are here poking around the stream panning for
precuous metals in their hopes of finding riches among the murky
waters of the stream.  The path continues up to the north and down to
the south.
Obvious exits: -North -South
A kobold is here panning the murky stream for gold.
A kobold is here panning the murky stream for gold.
A kobold is here panning the murky stream for gold.

< 18h/18H 110v/120V Pos: standing >
An Ill-Kept and Muddy Trail
   The murky stream to the north takes a sudden swing to the south of
here.  A giant slab of granite has been placed on the trail, over the
stream, to give travelers the luxury of not getting their boots wet
while crossing the stream to follow the trail.  Regardless of the
attempt to keep stream and trail separate, the path has become a muddy
mire, making traveling no easy business.  A small pathway breaks off
of the trail here to follow the murky stream to the south.  To the
west is a large mound, which looks to be a dwelling of sorts.
Obvious exits: -East  -South -West 
A kobold guard of the kobold settlement looks for signs of trouble.

< 18h/18H 108v/120V Pos: standing >
An Ill-Kept Trail
   The ill-kept trail continues east and west of here.  To the north
is a large stone bridge offering dry passage over the muddy stream.
To the south is a stone and wood hut, with the smells of baked goods
drifting from it.  The trail continues to be a nuisance to any
traveler to the east and west of here.
Obvious exits: -North -East  -South -West 

< 18h/18H 106v/120V Pos: standing >
A Large Stone Bridge
   The bridge is made of gigantic slabs of granite bound together with
heavy iron spikes.  The bridge crosses over a murky stream flowing
east and west of here.  High grasses and reeds have grown up along the
soggy banks of the stream, creating a thick barrier of vegetation
flanking the stream to the north and south.  Annoying little insects
buzz around you in an incessant hum.  To the north lies a road which
looks to actually be in pretty good shape.  To the south lies the
ill-kept trail.
Obvious exits: -North -South

< 18h/18H 105v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 18h/18H 106v/120V Pos: standing >
A Paved Road
   The stretch of road here has actually been paved, doubtless by some
kobold whipped into action to actually get the road fixed up.  The
area here seems to be better kept, an overall more upper class sector
of the kobold settlement.  To the east stands a tall building of stone
and wood, looking to be some sort of inn.  To the west is access on to
a grassy field.  The road continues north, while to the south is the
granite bridge crossing the murky stream.
Obvious exits: -North -East  -South -West 

< 18h/18H 106v/120V Pos: standing >
A Grassy Field
   You stand upon a overgrown field.  A bull stands grazing not far away and
out of the corner of your eye you can see him considering you.  The sound
of animals fill the air from the north.  To the south you see a pig pen.
Obvious exits: -North -East  -South
A bull scratches at the ground and lowers his head.

< 18h/18H 105v/120V Pos: standing >
Pig Pen
   You feel your boots sinking into the mud.  Numerous pigs roam
about, oblivious to your company.  A overgrown field is to the north
while you see a small path winding to the west.  Kobolds love the
taste of roasted pig.
Obvious exits: -North -West 
A pig wallows in the mud and oinks in contentment.
A pig wallows in the mud and oinks in contentment.
A pig wallows in the mud and oinks in contentment.
A pig wallows in the mud and oinks in contentment.
A pig wallows in the mud and oinks in contentment.

< 18h/18H 104v/120V Pos: standing >
A Stony Path
   This is a stony path which leads to a small residence to the north.
The path looks remarkably well tended as compared to other various
roadway you have tripped through to get here.  The noisy oinking of
pigs can be heard to the east.
Obvious exits: -North -East 
A kobold youth stands here, waiting for nothing in particular.
A kobold youth stands here, waiting for nothing in particular.

< 18h/18H 104v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 18h/18H 104v/120V Pos: standing >
Alas, you cannot go that way. . . .

< 18h/18H 104v/120V Pos: standing >
Kobold Collective Farmhouse
   This is a large mud and stick hut used as a common sleeping room
for the many kobolds which work in the fields and take care of the
farm chores.  Kobolds are sitting around here relaxing after a hard
days work.
Obvious exits: -South
[4] The corpse of a kobold farmhand is lying here.
A kobold taskmaster stands here making sure the farmhands keep in line.
A kobold taskmaster stands here making sure the farmhands keep in line.

< 18h/18H 104v/120V Pos: standing >
A true martial artist would know his opponent for certain before striking.

< 18h/18H 107v/120V Pos: standing >
A kobold youth enters from the south.

< 18h/18H 108v/120V Pos: standing >
Kobold Collective Farmhouse
Obvious exits: -South
[4] The corpse of a kobold farmhand is lying here.
A kobold youth stands here, waiting for nothing in particular.
A kobold taskmaster stands here making sure the farmhands keep in line.
A kobold taskmaster stands here making sure the farmhands keep in line.

< 18h/18H 111v/120V Pos: standing >
A true martial artist would know his opponent for certain before striking.

< 18h/18H 120v/120V Pos: standing >
A true martial artist would know his opponent for certain before striking.

< 18h/18H 120v/120V Pos: standing >
A kobold youth leaves south.

< 18h/18H 120v/120V Pos: standing >
A true martial artist would know his opponent for certain before striking.

< 18h/18H 120v/120V Pos: standing >
You punch forcefully at a kobold farmhand, causing his face to collapse under the blow, blood everywhere.  Hmm, doesn't look like a kobold farmhand will recover. Ever.
A kobold farmhand is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
A look of horror and a silent scream are a kobold farmhand's last actions in this world.
It appears you were able to salvage a piece of equipment from your enemy.

< 18h/18H 120v/120V Pos: standing >
Autosaving...

< 18h/18H 120v/120V Pos: standing >
You get 3 coins from the corpse of a kobold farmhand.
There were: 2 silver coins, 1 copper coin. 

< 18h/18H 120v/120V Pos: standing >
Into what?

< 18h/18H 120v/120V Pos: standing >
You punch forcefully at a kobold farmhand, causing his face to collapse under the blow, blood everywhere.  Hmm, doesn't look like a kobold farmhand will recover. Ever.
A kobold farmhand is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
The last gasps of a kobold farmhand cause a sickening chill to run up your spine.

< 18h/18H 120v/120V Pos: standing >
You get 4 coins from the corpse of a kobold farmhand.
There were: 2 silver coins, 2 copper coins. 

< 18h/18H 120v/120V Pos: standing >
Into what?

< 18h/18H 120v/120V Pos: standing >
A kobold youth enters from the south.

< 18h/18H 120v/120V Pos: standing >
A kobold youth leaves south.

< 18h/18H 120v/120V Pos: standing >
You punch forcefully at a kobold farmhand, causing his face to collapse under the blow, blood everywhere.  Hmm, doesn't look like a kobold farmhand will recover. Ever.
A kobold farmhand is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
The unmistakable scent of fresh blood can be smelled as a kobold farmhand dies in agony.

< 18h/18H 120v/120V Pos: standing >
You get 3 coins from the corpse of a kobold farmhand.
There were: 1 silver coin, 2 copper coins. 

< 18h/18H 120v/120V Pos: standing >
Into what?

< 18h/18H 120v/120V Pos: standing >
A true martial artist would know his opponent for certain before striking.

< 18h/18H 120v/120V Pos: standing >
A kobold youth enters from the south.

< 18h/18H 120v/120V Pos: standing >
A kobold youth leaves south.

< 18h/18H 120v/120V Pos: standing >
A true martial artist would know his opponent for certain before striking.

< 18h/18H 120v/120V Pos: standing >
A true martial artist would know his opponent for certain before striking.

< 18h/18H 120v/120V Pos: standing >
You have just begun the trek to your next level!

< 18h/18H 120v/120V Pos: standing >
A true martial artist would know his opponent for certain before striking.

< 18h/18H 120v/120V Pos: standing >
A true martial artist would know his opponent for certain before striking.

< 18h/18H 120v/120V Pos: standing >
The winds of time have reclaimed the corpse of a kobold farmhand.
The corpse of a kobold farmhand crumbles to dust and blows away.

< 18h/18H 120v/120V Pos: standing >
Autosaving...

< 18h/18H 120v/120V Pos: standing >
The winds of time have reclaimed the corpse of a kobold farmhand.
The corpse of a kobold farmhand crumbles to dust and blows away.

< 18h/18H 120v/120V Pos: standing >
A kobold farm taskmaster gets 3 coins.

< 18h/18H 120v/120V Pos: standing >
The winds of time have reclaimed the corpse of a kobold farmhand.
The corpse of a kobold farmhand crumbles to dust and blows away.

< 18h/18H 120v/120V Pos: standing >
A kobold farm taskmaster gets 4 coins.

< 18h/18H 120v/120V Pos: standing >
A true martial artist would know his opponent for certain before striking.

< 18h/18H 120v/120V Pos: standing >
The winds of time have reclaimed the corpse of a kobold farmhand.
The corpse of a kobold farmhand crumbles to dust and blows away.

< 18h/18H 120v/120V Pos: standing >
A true martial artist would know his opponent for certain before striking.

< 18h/18H 120v/120V Pos: standing >
A true martial artist would know his opponent for certain before striking.

< 18h/18H 120v/120V Pos: standing >
A kobold youth enters from the south.

< 18h/18H 120v/120V Pos: standing >
A kobold youth gets a polished piece of hard wood.
A kobold youth stops using a HUGE ruby.
A kobold youth grabs a polished piece of hard wood.

< 18h/18H 120v/120V Pos: standing >
A true martial artist would know his opponent for certain before striking.

< 18h/18H 120v/120V Pos: standing >
A true martial artist would know his opponent for certain before striking.

< 18h/18H 120v/120V Pos: standing >
A true martial artist would know his opponent for certain before striking.

< 18h/18H 120v/120V Pos: standing >
Ace tackles you square in the chest knocking the wind out of you!
You suddenly don't have the energy to fight!
A kobold farm taskmaster suddenly attacks Ace!
A kobold farm taskmaster misses Ace.

< 18h/18H 120v/120V Pos: sitting >
Ace's impressive slash critically injures you.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
The world starts spinning, and your ears are ringing!
Ace's stab causes massive blood-loss and you fall to the ground, lifeless.
Your unearthly softwood badge was completely destroyed by the massive blow!