The death of [22 Monk] Kojji (Human)

in Petalrich Lane

from the perspective of [22 Monk] Kojji (Human)

<worn on head>       a whisper-thin helm
<worn on eyes>       a rusty limestone visor
<worn around neck>   a legendary brass gorget
<worn around neck>   a crude hemp pendant
<worn on body>       a set of loose fitting robes
<worn about body>    a hard leather cloak
<worn on belt buckle>a rugged adventurers satchel (illuminating)
<worn on arms>       a set of loose fitting sleeves
<worn on finger>     a dented ring [poor]
<worn on feet>       some thin leather sandals


< 185h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:excellent E: gambling sta EP:  small wounds >
 You easily lean out of range of a gambler's vicious attack.
You whirl around, just avoiding a gambler's vicious attack.
A gambler's kick crashes into your chest.

< 176h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  small wounds >
 Sorry, you aren't allowed to do that in combat.

< 176h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  small wounds >
 A gambler dodges your futile attack.

< 176h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  small wounds >
 You begin moving into position for a combination...

< 176h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  small wounds >
 You easily lean out of range of a gambler's vicious attack.
You feel your skill in martial arts improving.
A gambler misses you.

< 176h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  small wounds >
 A gambler dodges your futile attack.

< 176h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  small wounds >
 A gambler misses you.
A gambler misses you.
A gambler's kick crashes into your chest.

< 169h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  small wounds >
 You feel your skill in unarmed damage improving.
Your decent punch strikes a gambler.

< 169h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  small wounds >
 Your limbs begin to blur...
You pull a gambler's head down and bring your knee up, smashing it...
...Then swing your elbow around, smashing a gambler's face...

< 169h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  few wounds >
 A gambler misses you.

< 169h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  few wounds >
 You miss a gambler.

< 169h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  few wounds >
 A gambler misses you.

< 169h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  few wounds >
 You feel your skill in unarmed damage improving.
You miss a gambler.

< 169h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  few wounds >
 
< 169h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  few wounds >
 You're still recovering from your last move.

< 169h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  few wounds >
 You feel your skill in unarmed damage improving.
You miss a gambler.

< 169h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  few wounds >
 You whirl around, just avoiding a gambler's vicious attack.
You whirl around, just avoiding a gambler's vicious attack.

< 169h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  few wounds >
 WHAP!  For a moment, you feel just like a dragon must as you punch a gambler.

< 169h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  nasty wounds >
 A gambler dodges your futile attack.

< 169h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  nasty wounds >
 You easily lean out of range of a gambler's vicious attack.
You easily lean out of range of a gambler's vicious attack.
You dodge a gambler's feeble leg sweep.

< 169h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  nasty wounds >
 A young bullywug warrior enters from the south.

< 169h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  nasty wounds >
 You miss a gambler.

< 169h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  nasty wounds >
 You whirl around, just avoiding a gambler's vicious attack.
A gambler misses you.

< 169h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  nasty wounds >
 You miss a gambler.

< 169h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  nasty wounds >
 A young bullywug warrior leaves south.

< 169h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  nasty wounds >
 A gambler misses you.
You feel your skill in martial arts improving.
A gambler misses you.
A gambler tries to tackle you and misses completely, making a nice dent in its forehead and the ground!

< 169h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling ass EP:  nasty wounds >
 Your fine punch strikes a gambler very hard.
You are already standing.

< 169h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling ass EP:  nasty wounds >
 WHAP!  For a moment, you feel just like a dragon must as you punch a gambler.

< 169h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling ass EP:  awful >
 A dark human starts casting a spell.
A gambler misses you.

< 169h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling ass EP:  awful >
 
< 169h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling ass EP:  awful >
 You score a CRITICAL HIT!!!!!
Your impressive punch hits a gambler.
A gambler is dead! R.I.P.
You receive your share of experience.
The smell of fresh blood enters your body, infusing you with power!
A gambler's death cry reverberates in your head as it falls to the ground.

< 169h/185H 112v/112V Pos: standing >
A dark human completes his spell...
A dark human utters the words 'sfahzqhuai yfaw oaae'

< 169h/185H 112v/112V Pos: standing >
Deep Within a Smoke-Filled Bar
Obvious exits: -South
Fresh blood splatters cover the area.
[3] The corpse of a gambler is lying here.
A playing card with a yellow face has been tossed aside.
[2] A green playing card has been tossed aside.
[2] A playing card with a yellow face has been left behind.
[2] A green playing card has been tossed aside.
[2] A bright yellow playing card lies here.
A drunken bullywug is here gambling with its friends.
A bullywug hunter tells tales of the jungle.
A tall, thin human carefully nurses his drink.

< 179h/185H 112v/112V Pos: standing >

< 185h/185H 112v/112V Pos: standing >
Deep Within a Smoke-Filled Bar
Obvious exits: -South
Fresh blood splatters cover the area.
[3] The corpse of a gambler is lying here.
A playing card with a yellow face has been tossed aside.
[2] A green playing card has been tossed aside.
[2] A playing card with a yellow face has been left behind.
[2] A green playing card has been tossed aside.
[2] A bright yellow playing card lies here.
A drunken bullywug is here gambling with its friends.
A bullywug hunter tells tales of the jungle.
A tall, thin human carefully nurses his drink.

< 185h/185H 112v/112V Pos: standing >
A Nameless Bar
   This bar has no name, being the only one in the bullywug village it likely
needs none.  Drunken halflings and humans can be seen trading angry glances
with the bullywugs that drink beside them.  The room is so crowded and smoky
that it is difficult to even notice the second room that lies further to the
north.  The halfling, human, and other visitors here have a dark nature to
them, one that fits in well with the evil tendencies of the bullywugs.
Bullywugs have no friends though, they are willing to kill for almost any
reason, and drunken bullywugs are the angriest sort.
Obvious exits: -North -East 
A long, rickety bar stands against the wall.
(Q)A bullywug stands here serving drinks.
A bullywug hunter tells tales of the jungle.
A disgusting human-bullywug half-breed stands here drinking.
A bullywug warrior leans against the bar.
A drunken human merchant peers about with bleary eyes.
A drunk merchant is telling jokes to all who will listen.
A halfling explorer is here getting drunk.

< 185h/185H 111v/112V Pos: standing >
Deep Within a Smoke-Filled Bar
   The smoke here escapes slowly through cracks in the all, but not fast enough
to prevent it from building up to an almost suffocating level.  The drunken
bullywugs far outnumber any of the other visitors, making them very cautious
not to anger anyone.  Drunken bullywugs are a sickening sight, their waddling
bodies lose all grace upon the land in the first place, their drunkenness just
makes it worse.  In addition, drunken bullywugs are even more likely to attack
others at random, it is not unheard of for bullywugs to get into a fight that
lasts until they both pass out.
Obvious exits: -South
Fresh blood splatters cover the area.
[3] The corpse of a gambler is lying here.
A playing card with a yellow face has been tossed aside.
[2] A green playing card has been tossed aside.
[2] A playing card with a yellow face has been left behind.
[2] A green playing card has been tossed aside.
[2] A bright yellow playing card lies here.
A drunken bullywug is here gambling with its friends.
A bullywug hunter tells tales of the jungle.
A tall, thin human carefully nurses his drink.

< 185h/185H 110v/112V Pos: standing >
WHAP!  For a moment, you feel just like a dragon must as you punch a gambler.

< 185h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:excellent E: gambling sta EP:  small wounds >
 You easily lean out of range of a gambler's vicious attack.
You easily lean out of range of a gambler's vicious attack.

< 185h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:excellent E: gambling sta EP:  small wounds >
 You miss a gambler.

< 185h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:excellent E: gambling sta EP:  small wounds >
 You easily lean out of range of a gambler's vicious attack.
A gambler's kick hits you directly in the face.

< 175h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  small wounds >
 You miss a gambler.

< 175h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  small wounds >
 You begin moving into position for a combination...

< 175h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  small wounds >
 A gambler misses you.
WHAP!  For a moment, you feel just like a dragon must as you punch a gambler.

< 175h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  few wounds >
 You miss a gambler.

< 175h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  few wounds >
 A gambler misses you.
You whirl around, just avoiding a gambler's vicious attack.

< 175h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  few wounds >
 A gambler dodges your futile attack.

< 175h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  few wounds >
 Your limbs begin to blur...
You pull a gambler's head down and bring your knee up, smashing it...
...Then swing your elbow around, smashing a gambler's face...

< 175h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  few wounds >
 You whirl around, just avoiding a gambler's vicious attack.

< 175h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  few wounds >
 You miss a gambler.

< 175h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  few wounds >
 You feel your skill in martial arts improving.
A gambler misses you.
You whirl around, just avoiding a gambler's vicious attack.
A gambler tries to tackle you and misses completely, making a nice dent in its forehead and the ground!

< 175h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling kne EP:  few wounds >
 You miss a gambler.

< 175h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling kne EP:  few wounds >
 WHAP!  For a moment, you feel just like a dragon must as you punch a gambler.

< 175h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling kne EP:  nasty wounds >
 Your fine punch strikes a gambler very hard.

< 175h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling kne EP: pretty hurt >
 You score a CRITICAL HIT!!!!!
Your punch causes a gambler to grimace in pain.
A gambler rises to its feet.

< 175h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  awful >
 You are already standing.

< 175h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  awful >
 You begin moving into position for a combination...

< 175h/185H 112v/112V Pos: standing >
< T: Kojji TP: sta TC:few scratches E: gambling sta EP:  awful >
 WHAP!  For a moment, you feel just like a dragon must as you punch a gambler.
A gambler is mortally wounded, and will die soon, if not aided.

< 175h/185H 112v/112V Pos: standing >
<Your punch hits a gambler.
A gambler 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 gambler dies in agony.

< 175h/185H 112v/112V Pos: standing >
Your opponent has escaped your deadly combination.

< 180h/185H 112v/112V Pos: standing >
Deep Within a Smoke-Filled Bar
Obvious exits: -South
A few drops of fresh blood are scattered around the area.
[4] The corpse of a gambler is lying here.
A playing card with a yellow face has been tossed aside.
[2] A green playing card has been tossed aside.
[2] A playing card with a yellow face has been left behind.
[2] A green playing card has been tossed aside.
[2] A bright yellow playing card lies here.
A bullywug hunter tells tales of the jungle.
A tall, thin human carefully nurses his drink.

< 180h/185H 112v/112V Pos: standing >
A Nameless Bar
   This bar has no name, being the only one in the bullywug village it likely
needs none.  Drunken halflings and humans can be seen trading angry glances
with the bullywugs that drink beside them.  The room is so crowded and smoky
that it is difficult to even notice the second room that lies further to the
north.  The halfling, human, and other visitors here have a dark nature to
them, one that fits in well with the evil tendencies of the bullywugs.
Bullywugs have no friends though, they are willing to kill for almost any
reason, and drunken bullywugs are the angriest sort.
Obvious exits: -North -East 
A long, rickety bar stands against the wall.
(Q)A bullywug stands here serving drinks.
A bullywug hunter tells tales of the jungle.
A disgusting human-bullywug half-breed stands here drinking.
A bullywug warrior leans against the bar.
A drunken human merchant peers about with bleary eyes.
A drunk merchant is telling jokes to all who will listen.
A halfling explorer is here getting drunk.

< 181h/185H 111v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 182h/185H 111v/112V Pos: standing >
In Front of a Nameless Bar
   A rickety fence of sharpened stakes and narrow tree trunks stands to the
east, blocking entry into some sort of deep pond.  An open doorway leads into a
nameless bar, one that clearly sees a great deal of bullywug business.  Smoke
billows out the door along with the odd croaking of a drunken bullywug.
Despite the clear hatred of intruders that all bullywugs bear, beings of all
races can be seen entering and exiting the tavern.  A muddy path extends north
and south from here.
Obvious exits: -North -South -West 
The corpse of a bullywug hunter is lying here.
A young bullywug warrior looks for a fight.
A bullywug hunter has returned from the jungle.

< 182h/185H 110v/112V Pos: standing >
A young bullywug warrior leaves north.
A Wide, Muddy Path
   This path is clearly considered one of the major roads through this small
bullywug village.  Perhaps the food vendor to the west or the bar just to the
north of here are more central to the needs of the village than one might
guess.  Oddly enough the bullywugs can move through the mud at a rapid pace
without the loud squelching that accompanies the footprints of the brave
adventurers that dare to enter their home.
Obvious exits: -North -South -West 
An elderly bullywug woman waddles through town.

< 183h/185H 111v/112V Pos: standing >
A Wide, Muddy Path
   Thick mud reaches up to even a barbarian's ankles in this wet spot, yet the
bullywugs that live here move through it with alarming ease.  Their large feet
allow them to almost float across the surface of the mud, showing that the
swamp truely is their domain.  A smaller muddy trail extends to the east along
the fence that surrounds the village and the muddy path extends to the north
and south.
Obvious exits: -North -East  -South
Grob (Gnome)(small) stands here.
An elder bullywug prepares for a hunting trip.

< 183h/185H 110v/112V Pos: standing >
An Intersection of Muddy Path
   Gates to this this swampy village can be seen to the south, the only opening
in a lengthy, but rickety fence that surrounds the village.  Mud and sticky
moss cling to boots with every step that is taken.  Each footfall squelches,
and the gooey sound streaks through the humid air, only to run up against one
of the nearby trees and die.  The bullywugs appear to be able to move through
the thick mud with soundless ease, showing that this really is their true
domain.  Muddy trails extend to the north and west and the village gates are to
the south.
Obvious exits: -North -South -West 
A bullywug shaman wanders the village.

< 183h/185H 109v/112V Pos: standing >
Before Some Village Gates
   This entryway has a certain forbidding quality to it, not due to its
sturdiness but rather the gloomy swamp that lies beyond.  Bullywugs have made a
village here, and despite their evil, the nearby halflings are unwilling to
risk fighting them on their own ground.  The moist swamp is their true home and
the bullywugs will do anything to defend it.  Even without the uneasy truce
with the halflings the rickety gates would likely stand as wide open as they
are now.  The gates and fence simply provide markers of what the bullywugs
consider their territory.
Obvious exits: -North -South
A prong-horned antelope stands here.
A prong-horned antelope stands here.
A prong-horned antelope stands here.
A thick-haired buffalo stands here.
A thick-haired buffalo stands here.
A prong-horned antelope stands here.
A prong-horned antelope stands here.
A thick-haired buffalo stands here.
A prong-horned antelope stands here.
A thick-haired buffalo stands here.
A prong-horned antelope stands here.
A wild horse stands here.
A thick-haired buffalo stands here.
A prong-horned antelope stands here.
A thick-haired buffalo stands here.
One of the HighLord protectors stands here protecting the area.
A elder bullywug guard watches the village gates.
A burly bullywug guard watches the village gates.

< 184h/185H 109v/112V Pos: standing >
Before the Gates to a Bullywug Village
   Standing wide open, the gates to the north reveal a clear view of the low,
swampy portion of the jungle that the bullywugs have claimed as their own.
Nobody has tried to contradict their claim, but then, few would want such land
in the first place.  With their moist skins, and bulbous eyes, they are suited
for the jungle swamps, adapted to the moisture and the darkness.  The fence
enclosing the village is made up only of thin stakes planted deep into the
moist ground and would be easy enough to knock down.  Rather than real
protection, the fence and gates appear to be more of a territorial border, a
claim to what they believe is theirs.  The jungle continues to the south,
east, and west, and the gates into the bullywug swamp lie to the north.
Obvious exits: -North -East  -South -West 

< 184h/185H 108v/112V Pos: standing >
Deep in the Rift Valley Jungle
   A fence made of mere sticks and thin logs has been erected to the north,
protecting a small swamp and the bullywug village that has been built within
it.  Bulbous eyes stare back at those bold enough to peer into the bullywug's
domain, daring one to be bold enough to enter their home.  Even the stout
halflings who make their home so nearby hesitate to fight them on their own
ground.  Only fools would dare to challenge such creatures in their own
domain.  The gates to the village can be seen further to the west, and the
jungle continues in every other direction.
Obvious exits: -East  -South -West 
An elderly bullywug woman waddles through town.
A spectacular quetzel patrols the canopy.

< 184h/185H 108v/112V Pos: standing >
Deep in the Rift Valley Jungle
   It is hard to decide which is more overwhelming, the darkness, or the dank,
humid stench of rot and decay.  Trees stretch upward to create a dense cloak
that refuses to allow even the smallest amount of light down to the ground,
Twisted roots and fallen branches line the moist ground, adding their scents
to the putrid air.  A poorly constructed fence blocks passage to the north,
protecting a small swamp where a tribe of bullywugs has created a village of
decrepit buildings.  The jungle stretches off into darkness to the south,
east, and west.  It is clear that just to the west the jungle is more well-
traveled, and that the halflings of Woodseer extend their patrols to that
limit, but it is also clear that they go no further into the jungle.
Obvious exits: -East  -South -West 
A halfling scout patrols the jungle watching for signs of attack.

< 184h/185H 106v/112V Pos: standing >
The Jungle Darkens
   The rumored gloom and darkness of the Rift Valley Jungle is becoming more
clear here.  These trees are much older than those to the west, and bear a
sinister aspect to them that is hard to explain.  A bullywug village can be
seen in the swamp to the north, though the fence that surrounds it blocks
much view.  Humidity and the ever present stench of rotting vegetation add to
the gloom, making this a truely unpleasant place to be.  Halfling scouts will
come out into the jungle this far, to keep watch on the bullywugs, but never
travel any further.  The jungle continues to the south, east, and west, and a
fence blocks the way to the north
Obvious exits: -East  -South -West 
A wooden sign has been nailed to one of the trees here.
An ugly brown and green bullywug sentinel stands watch.
A strange green bird streaks through the branches.

< 184h/185H 105v/112V Pos: standing >
A Young Jungle
   Though firmer than the marshy ground to the north and east, this ground is
still saturated with water, adding a stagnant aroma to the already awful
stench of rotting vegetation.  Several beautiful purple flowers of some
sort hang from long thin vines, acting as if they trying to touch anything in
reach.  A village of some sort can be seen to the northeast though heavy
vegetation.  The jungle continues in every direction.
Obvious exits: -North -East  -South -West  -Down 
A purple flower hangs from a vine here.
A purple flower hangs from a vine here.

< 184h/185H 103v/112V Pos: standing >
A Young Jungle
   Several red flowers hang from some branches overhead, making this
area a bit prettier than other parts of the jungle.  However, any scent the
flowers might have does nothing to overcome the stench of feces and rotting
vegetation.  The loud hollering of some monkeys can be heard from above, but
what they are screaming about is a mystery.  A few brightly colored birds fly
overhead, searching for insects to eat.  The jungle continues in every
direction, but appears a bit soft and marshy to the east.
Obvious exits: -North -East  -South -West 
A red flower hangs from a vine here.
A red flower hangs from a vine here.

< 184h/185H 101v/112V Pos: standing >
A Young Jungle
   Bards never include the awful smells and other discomforts of traveling in
strange and dangerous places.  According to their tales no hero has ever even
had to go to the bathroom throughout days of battles and adventures.  This
part of the jungle is dank, humid, and smells as if EVERYTHING in the jungle
has used this area as a bathroom.  Soft humus gives off additional powerful
odors with every single step.  Birds, monkeys, and other jungle animals can
be seen an heard fighting throughout parts of the jungle as it continues to
the north, south, and east.
Obvious exits: -North -East  -South
A brightly colored parrot flies through the branches.
A huge violet fungus stands here.
A giant black beetle forages its way through the forest.

< 184h/185H 99v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 185h/185H 100v/112V Pos: standing >
A Young Jungle
   Humid air stands still here, even a light breeze can't reduce the
humidity, or the stench of rotting vegetation.  A single yellow orchid
hangs from the branch of a small osage tree.  The osage tree has a dusky,
almost orange, hue to it and exudes the faint aroma of almonds.  Monkeys can
be heard screeching to the northeast and bird calls penetrate the dank air of
the forest.  The jungle continues to the north, south, and east, and a low
wall of lose rocks is to the west.
Obvious exits: -North -East  -South -West 
A huge warthog wanders the forest looking for food.
A yellow flower hangs from a vine here.

< 185h/185H 98v/112V Pos: standing >
A Young Jungle
   A bit more light than usual seeps in here during the daylight hours due to
the clearing to the south and the low wall of lose rocks to the west.
Everything about this spot smells of death though, and the close proximity of
the road to Woodseer doesn't provide much consolation.  Dark green leaves and
stems look even darker here, taking on an almost black cast to them.  The
occasional bright red and yellow flowers add some color to the
forest, but they don't make it feel any safer.  This part of the Rift Valley
Jungle is quite young, something must have cleared the jungle some time ago
because all of the growth here appears to be less than twenty years old.
Despite its youth, the jungle grows quickly, and the dank air here already
smells of the rot and decay that helps sustain the huge trees of older rain
forests.  The jungle continues to the north and east, and there is some sort
of cleared path to the south.
Obvious exits: -North -East  -South
A yellow flower hangs from a vine here.
A red flower hangs from a vine here.
A yellow flower hangs from a vine here.

< 185h/185H 96v/112V Pos: standing >
A Trade Path Along a Deep Pool
   A trade path has been cleared from the jungle, which looms threateningly
to the north and east, running both west and south at this point to get
around a deep rock-lined pool to the southwest.  A tremendous cliff further
to the west forms a impressive defensive wall for the small city of Woodseer
that has been built on the plateau above it.  A thin waterfall shatters into
millions of small water droplets as it slaps the jagged rocks of the cliff
face to the southwest until the water finally comes to rest in the deep pool
that can be seen below it.  The trade path continues to the south and west.
Obvious exits: -North -East  -South -West 
A halfling scout keeps the trade path clear.

< 185h/185H 96v/112V Pos: standing >
A Trade Path Along a Deep Pool
   A narrow trade path has been carved from the jungle here, allowing
relatively safe passage to the halfling city of Woodseer.  A number of stern-
looking halfling scouts can be seen wandering along the road, and through the
jungle helping to keep the road free of the dangerous creatures that make the
jungle their home.  A huge waterfall to the west feeds the deep rock-lined
pool below, splashing water even out as far as this point as it plummets
downward.  The trade path continues to the north where it bends around the
pool to run along the base of the cliff to the west, and to the south where
it begins to climb out of the valley through a narrow gorge.  The stench of the
jungle wafts in from the east, with a smell as dark and foreboding as the
jungle itself.
Obvious exits: -North -East  -South

< 185h/185H 95v/112V Pos: standing >
A Trade Path Cut From the Jungle
   Jungle vegetation of all forms has been cleared away from this point to
create a safer passage into and out of the narrow gorge that rises out of
the valley to the south.  This trade path is well-guarded by halfling scouts
and sentries that do there best to keep it safe.  The halfling city of
Woodseer is dependant upon the trade that this path provides and pay for all
of its upkeep.  The trade path continues to the north along a rock-lined pool
as it heads toward Woodseer, and south where it enters a narrow ravine that
climbs out of the valley.  The jungle can be entered to the east, for those
foolish enough to want that type of adventure.
Obvious exits: -North -East  -South

< 185h/185H 94v/112V Pos: standing >
On a Trade Path in a Narrow Ravine
   Walls of jagged rock surround this narrow ravine and the trade path that
runs through it.  Merchants doing business with Woodseer must risk traveling
alongside the jungle in the valley below but that part of the journey is kept
relatively safe by the halfling scouts and sentries that have been posted
along the road.  This part of the trip though is somewhat tedious and boring.
Steep rock walls and the surrounding mountains block out the direct sunlight
at all but high noon making the trip gloomy and depressing, however, by the
same token, those same high walls keep the narrow path safe from thieves and
other more dangerous creatures.
Obvious exits: -North -Up   

< 185h/185H 94v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 185h/185H 94v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 185h/185H 94v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 185h/185H 95v/112V Pos: standing >
On a Trade Path in a Narrow Ravine
   Imposing rock walls thrust upward along the sides of the narrow path.  The
path itself is quite smooth and, though the grade is steep, is relatively
easy to climb.  More heavily used than many paths of this type this trade
route is kept relatively safe by the sheer rock walls that surround it.  It
is also clear that the mountains that appear so huge from this low vantage
point, must have been created at the same time as the deep valley below.  The
trade path continues upward to the south and heads down toward the Rift Valley
Jungle to the north.
Obvious exits: -Up    -Down 

< 185h/185H 95v/112V Pos: standing >
On a Trade Path in a Narrow Ravine
   This steep path seems to plummet downward as it heads into the Rift Valley
Jungle to the north, and makes a steep climb up to the south.  Despite the
steep grade of the trade path, it has been kept quite smooth and easy to
travel.  It is clear that the halflings that live in Woodseer next to the Rift
Valley Jungle want to insure that traders and merchants can find their way to
their fine city.
Obvious exits: -Up    -Down 

< 185h/185H 91v/112V Pos: standing >
On a Trade Path in a Narrow Ravine
   The small hills that surround this narrow path rise up so steeply that the
path seems trapped within them.  Even stranger is the fact that the path drops
down so rapidly that what appear to be small, though rocky, hills from this
point appear to surround a very deep valley that is far, far below.  The path
continues its climb upward and heads downward to eventually lead to Woodseer.
Obvious exits: -Up    -Down 

< 185h/185H 87v/112V Pos: standing >
On a Trade Path in a Narrow Ravine
   It is fortunate that this path is well-kept because it is quite steep here
and a poorly kept path could cause problems for merchant carts and wagons.
Steep rocky hills extend upward to the sides of the path, making it seem quite
cramped and uncomfortable, yet also offering a great deal of protection by
making it impossible for thieves to set up any ambushes here.  The path
continues down toward a deep valley and heads upward toward a small forest
clearing.
Obvious exits: -Up    -Down 

< 185h/185H 86v/112V Pos: standing >
A Trade Path Heading into a Ravine
   This narrow trade path heads down into a ravine that makes a sharp drop
down into the hills to the north.  The steep descent shows that what appear to
be unassuming hills here must become some fairly imposing mountains further to
the north.  A number of small juniper bushes and a few small trees dot this
area as the path heads south toward a small forest clearing.  Dank, humid air
seems to struggle its way out of the ravine to the north, where the narrow path
makes its steep descent, but otherwise this area is quite peaceful and calm.
Obvious exits: -West  -Up    -Down 
The corpse of the scarred mage is lying here.
The corpse of the smiling cleric is lying here.
A large wooden sign stands here.

< 185h/185H 86v/112V Pos: standing >
On a Stone Stairway
   Two people can travel abreast on this narrow stairway.  The stones are well
worn by the passage of many feet and are very sturdy, but there are no
guardrails to prevent someone from falling over the edge.  At this height one
can see down into the lower branches of some of the trees to the east.  Tree
branches throughout the jungle below and to the east are alive with birds and
monkeys as well as other creatures that are not as easy to identify.  The
stairway continues up toward the Woodseer plateau and down to the jungle.
Obvious exits: -Up    -Down 

< 185h/185H 85v/112V Pos: standing >
On a Stone Stairway
   A guardrail would be very nice at this point.  The narrow stairway can only
fit two people abreast and is almost 150 feet above the ground now.  It is easy
to see that this stairway was originally built with security and not safety in
mind.  The only way to attack Woodseer would be to climb the steep rocky
cliff to the north and south or to come up this stairway, either of which are
easy to defend.  Stairs lead up to Woodseer and down toward the jungle below.
Obvious exits: -Up    -Down 

< 185h/185H 84v/112V Pos: standing >
On a Stone Stairway
   There are no guardrails to keep one from falling off these narrow stone
steps and making a gruesome fall to the base of the cliffs over 200 hundred
feet below.  All the same, the agile halflings bounce up and down this stairway
with little worry of falling over the edge.  To the south a thin waterfall can
be seen diving over the edge of the cliff into a small pond by the jungle far
below.  Stone stairs rise up toward Woodseer and head down to meet the valley
below.
Obvious exits: -Up    -Down 

< 185h/185H 84v/112V Pos: standing >
On a Stone Stairway
   It is a good thing that halflings don't have any fear of heights.  This
cracked stone stairway is extremely narrow and there are no guardrails to be
seen.  The drop down to the valley below would be swift, and most likely end in
a quick and painless death.  Stone walls can be seen along the top of the
cliff above and a thin waterfall plummets over the edge of the cliff to the
south.  Cracked stone stairs, in dire need of repair, lead down toward the
jungle valley below and climb up to Woodseer.
Obvious exits: -Up    -Down 
The corpse of a halfling guard is lying here.

< 185h/185H 83v/112V Pos: standing >
Outside the Woodseer Gates
   Cracked but sturdy looking stone stairs lead down from this tiny landing to
the jungle valley below.  A narrow passage through the Woodseer gates to the
west leads into a thriving halfling city.  Stone walls, in need of repair,
extend along the top of the cliff to the north and south creating an almost
unnecessary addition to the steep cliff face to defend Woodseer from any
invasion. Halfling merchants can be heard hawking their wares and children can
be heard laughing from the other side of the stone walls.
An unnatural darkness fills this area.
Obvious exits: -West  -Down 
Fresh blood splatters cover the area.
The corpse of a minotaur mercenary guard is lying here.
The corpse of the burly guardian is lying here.
[2] The corpse of a minotaur mercenary guard is lying here.
The corpse of a halfling sentinel is lying here.
The corpse of a minotaur mercenary wizard is lying here.
[2] The corpse of a halfling guard is lying here.

< 185h/185H 82v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 185h/185H 82v/112V Pos: standing >
Alas, you cannot go that way. . . .

< 185h/185H 83v/112V Pos: standing >
Inside the Woodseer Gates
   Rusty gates are propped open here, obviously not in use for quite a long
time.  It seems the halflings either aren't terribly worried about invasion or
are a bit lazy when it comes to upkeep.  Guards patrol the wall above and the
area of the gates watching everyone with more amusement and curiosity than
caution.  An intersection of cobblestone roads can be seen to the west and a
narrow landing is to the east through the open gates.
Obvious exits: -East  -West 
A small halfling woman wanders here, humming to herself.

< 185h/185H 82v/112V Pos: standing >
Petalrich Lane and Vinestrong Way
   Immediately inside the gates, Petalrich Lane intersects with Vinestrong Way.
Vinestrong Way leads north and south along the Woodseer wall and Petalrich Lane
leads west through Woodseer.  A stone wall surrounds a huge park to the
northwest and a number of halflings can be seen going in and out of Woodseer's
more popular stores and restaurants to the west.
Obvious exits: -North -East  -South -West 

< 185h/185H 82v/112V Pos: standing >
Petalrich Lane
   The smooth cobblestones of Petalrich Lane lead both east and west along long
flower beds that have been created beside the road.  Based on the heavy traffic
this must be the major business area of Woodseer.  A wall of lose rocks and
boulders to the north blocks the way into the large Woodseer park.  A doorway
to the south enters a large building built in the shade of a nearby jodani
tree.  A sign over the doorway announces the store as, "Buzzle's Supplies
and Fine Goods".  Slightly west of here is a wide opening into a huge park
and a doorway in a tall jodani tree across from it.
Obvious exits: -East  -South -West 
Puddles of fresh blood cover the ground.
The corpse of the wealthy merchant is lying here.
The corpse of a halfling guard is lying here.
A fuzzy white duckling wanders here searching for food.
Alarm bells sound, signalling an invasion!

< 185h/185H 81v/112V Pos: standing >
Petalrich Lane
   Traffic is heavy as people move back and forth down the road, it seems like
the slight movement of each person passing by causes the flowers along the road
to release even more of their sweet perfume.  North of here is a wide entrance
into a large beautiful park that seems abuzz with small children and all forms
of wildlife.  It is easy to see that the park ends to the north in a steep
rocky incline that leads up into the mountains.  Some sort of rock slide once
buried the park but someone has spent a great deal of time and effort moving
the largest boulders and rocks to the edges of the park creating a wall.  South
of here an open doorway leading into the base of the tall jodani tree that
houses the Quivering Leaf Inn and Restaurant.  The flower-lined road
continues to the east and west.
Obvious exits: -North -East  -South -West 
An Orc (medium)  Suicide Squad stands in mid-air here.
A Githyanki (medium)  Suicide Squad stands in mid-air here.
A Kobold (small)  Suicide Squad stands in mid-air here.
A shadow monster stands here.
A Kobold (small)  Suicide Squad stands in mid-air here, fighting a dwarf mercenary tracker and punisher.
A dwarf mercenary tracker and punisher stands in mid-air here, fighting a Kobold.

< 185h/185H 80v/112V Pos: standing >
A lieutenant enters from the west.

< 185h/185H 81v/112V Pos: standing >
A lieutenant suddenly attacks a Githyanki!
A lieutenant's feeble punch grazes a Githyanki.
Someone assists a Kobold heroically.
A Duergar snaps into visibility.
A Duergar's impressive crush wounds a dwarf mercenary tracker and punisher.

< 185h/185H 81v/112V Pos: standing >
Petalrich Lane
   The smooth cobblestones of Petalrich Lane lead both east and west along long
flower beds that have been created beside the road.  Based on the heavy traffic
this must be the major business area of Woodseer.  A wall of lose rocks and
boulders to the north blocks the way into the large Woodseer park.  A doorway
to the south enters a large building built in the shade of a nearby jodani
tree.  A sign over the doorway announces the store as, "Buzzle's Supplies
and Fine Goods".  Slightly west of here is a wide opening into a huge park
and a doorway in a tall jodani tree across from it.
Obvious exits: -East  -South -West 
Puddles of fresh blood cover the ground.
The corpse of the wealthy merchant is lying here.
The corpse of a halfling guard is lying here.
A fuzzy white duckling wanders here searching for food.

< 185h/185H 81v/112V Pos: standing >
Petalrich Lane
   Traffic is heavy as people move back and forth down the road, it seems like
the slight movement of each person passing by causes the flowers along the road
to release even more of their sweet perfume.  North of here is a wide entrance
into a large beautiful park that seems abuzz with small children and all forms
of wildlife.  It is easy to see that the park ends to the north in a steep
rocky incline that leads up into the mountains.  Some sort of rock slide once
buried the park but someone has spent a great deal of time and effort moving
the largest boulders and rocks to the edges of the park creating a wall.  South
of here an open doorway leading into the base of the tall jodani tree that
houses the Quivering Leaf Inn and Restaurant.  The flower-lined road
continues to the east and west.
Obvious exits: -North -East  -South -West 
A lieutenant stands here, fighting a Githyanki.
An Orc (medium)  Suicide Squad stands in mid-air here.
A Thri-Kreen (medium)  Suicide Squad stands in mid-air here, fighting a lieutenant.
An impenetrable globe of darkness floats near a Thri-Kreen's head.
A Githyanki (medium)  Suicide Squad stands in mid-air here, fighting a lieutenant.
A Kobold (small)  Suicide Squad stands in mid-air here.
A shadow monster stands here.
A Kobold (small)  Suicide Squad stands in mid-air here, fighting a dwarf mercenary tracker and punisher.
A dwarf mercenary tracker and punisher stands in mid-air here, fighting a Kobold.
You are briefly surrounded by a red aura!
You are knocked to the ground by an Orc's mighty bash!
A Kobold suddenly attacks YOU!
A Kobold misses you.

< 179h/185H 82v/112V Pos: sitting >
< T: Kojji TP: sit TC:few scratches E: An Orc sta EP: excellent >
 A dwarf mercenary tracker and punisher parries a Kobold's lunge at her.
A Kobold's impressive bludgeon strikes a dwarf mercenary tracker and punisher.

< 179h/185H 82v/112V Pos: sitting >
< T: Kojji TP: sit TC:few scratches E: An Orc sta EP: excellent >
 An Orc's impressive slash strikes you.
An Orc's impressive slash strikes you.
An Orc's slash strikes you hard.
A Troll snaps into visibility.
A Troll fills with BLoodLuST and makes a ferocious leap at YOU!
A Troll attempts to maul you, but falters and falls to his knees!

< 138h/185H 82v/112V Pos: sitting >
< T: Kojji TP: sit TC: few wounds E: An Orc sta EP: excellent >
 A lieutenant's punch grazes a Githyanki.
A lieutenant wields a red-hued short sword [superior].
A Githyanki's eyes roll as a lieutenant plants a foot in his face.
Someone suddenly attacks YOU!
A Drider snaps into visibility.
A Drider misses you.

< 138h/185H 82v/112V Pos: sitting >
< T: Kojji TP: sit TC: few wounds E: An Orc sta EP: excellent >
 A dwarf mercenary tracker and punisher misses someone.
A dwarf mercenary tracker and punisher misses someone.
Someone dodges a dwarf mercenary tracker and punisher's attack.
Someone dodges a dwarf mercenary tracker and punisher's attack.
A dwarf mercenary tracker and punisher attempts to flee.
A dwarf mercenary tracker and punisher tries to flee, but can't make it out of here!
A Kobold snaps into visibility.

< 138h/185H 82v/112V Pos: sitting >
< T: Kojji TP: sit TC: few wounds E: An Orc sta EP: excellent >
 A lieutenant dodges a Githyanki's attack.

< 138h/185H 82v/112V Pos: sitting >
< T: Kojji TP: sit TC: few wounds E: An Orc sta EP: excellent >
 A Kobold snaps into visibility.

< 138h/185H 82v/112V Pos: sitting >
< T: Kojji TP: sit TC: few wounds E: An Orc sta EP: excellent >
 A Kobold misses you.
A Kobold's fine bludgeon strikes you.
A shadow monster starts casting an offensive spell.

< 131h/185H 82v/112V Pos: sitting >
< T: Kojji TP: sit TC: few wounds E: An Orc sta EP: excellent >
 An Orc blocks your futile lunge at her.

< 131h/185H 82v/112V Pos: sitting >
< T: Kojji TP: sit TC: few wounds E: An Orc sta EP: excellent >
 A Kobold completes her spell...
A Kobold utters the words 'unsozfol efaui'
Your life energy is tapped.
You feel less energetic as a Kobold drains you.
YIKES!  Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!
Your life energy was drained, leaving you a bit shaken.

< 13h/185H 74v/112V Pos: sitting >
< T: Kojji TP: sit TC: awful E: An Orc sta EP: excellent >
 A Thri-Kreen's impressive slash strikes a lieutenant.
A Thri-Kreen's impressive slash strikes a lieutenant.
A lieutenant dodges a Thri-Kreen's attack.
A lieutenant parries a Thri-Kreen's lunge at him.
A lieutenant dodges a Thri-Kreen's attack.
A lieutenant dodges a Thri-Kreen's attack.
A Thri-Kreen's impressive slash strikes a lieutenant.
A Thri-Kreen's impressive slash strikes a lieutenant.
A Thri-Kreen's impressive slash strikes a lieutenant.
A Duergar snaps into visibility.
A Duergar's impressive crush strikes a dwarf mercenary tracker and punisher.
A Duergar's impressive crush strikes a dwarf mercenary tracker and punisher.
A dwarf mercenary tracker and punisher dodges a Duergar's attack.
A Duergar's impressive crush strikes a dwarf mercenary tracker and punisher.
A Githyanki dodges a lieutenant's attack.

< 13h/185H 74v/112V Pos: sitting >
< T: Kojji TP: sit TC: awful E: An Orc sta EP: excellent >
 A shadow monster completes his spell...
A shadow monster utters the word 'agsplnuahz'
Ghostly hands appear before you, close around your neck and begin to squeeze!
You gasp for air as a pair of ghostly hands tighten around your throat!
Your set of loose fitting leggings was completely destroyed by the massive blow!
Your thin leather belt was completely destroyed by the massive blow!