The death of [ 2 Bard] Khoop (Githzerai)

in A Young Jungle

from the perspective of [ 2 Bard] Khoop (Githzerai)

<worn about body>    a hard leather cloak
<worn about waist>   a thin leather belt
<worn on belt buckle>a quill
<worn on arms>       a pair of tight black sleeves
<held as shield>     a small round wooden shield
<worn on hands>      a pair of tight black gloves
<primary weapon>     a thin steel dagger
<worn on legs>       a pair of tight black pants
<worn on feet>       a pair of tight black slippers

The Quivering Leaf Inn
   A receptionists desk marks the entrance to a number of the fine rooms that
have been created throughout the tree.  All of the walls shine with the
lustrous red hue of highly polished jodani wood.  It is said that there are
rooms large enough to accommodate even the largest of barbarians from the
north, if they can pay the rate.  All of the rooms in the Quivering Leaf
are well-furnished with the most comfortable of beds and pleasant chairs so
that travelers always wake well-rested.  Special guards ensure that each guest,
and their belongings will be safe, at least until they leave their rooms.  A
staircase leads down into one of the finest restaurants in the land, and a
small doorway to the east enters a tiny reading room.
Obvious exits: -East  -West  -Down 
[5] A small bandage rests upon the ground here.
A durable looking footman's flail lies discarded here.
A large black leather whip lies coiled here.
A great flail has been carelessly left here.
[6] A large wooden torch has been discarded here.
[3] A sturdy looking wooden club has been left here.
[3] A stout cudgel carved from oak wood lies here.
[3] A gnoby piece of wood, perhaps a small mace, lies here.
[3] A warhammer with a sturdy-looking steel head lies here.
[2] A small raven totem lies here.
[2] A small limestone totem lies here.
[2] A small ivory totem lies here.
One of the halfling woodcarvers walks through the area.
A beautiful receptionist stands here ready to rent out rooms.

< 22h/22H 21v/122V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 23v/122V Pos: standing >
Quivering Leaf Restaurant
   The interior of the tree has been hollowed out and polished to a lustrous
shine.  Solid ebonwood tables and chairs are spread out evenly through the
room, fine linens and china are at every place setting.  The Quivering
Leaf serves fine food at, er, fine prices, but it is worth every penny.
Well-dressed waiters are ready to seat the customers and take their orders.
Even at off-times the restaurant is crowded, and on holidays there are lines
out the door because the Quivering Leaf accepts no reservations.  A small
stairway leads down to a well-lit bar and another stairway leads up to the inn.
An open doorway leads back out to Petalrich Lane.
Obvious exits: -North -Up    -Down 
A fuzzy white duckling wanders here searching for food.
(Q)The head maitre d' is here looking very worried.
An elven merchant has come here to try the food.
A wealthy woodcarver is here for a fine meal.
The wife of a simple farmer smiles with pleasure as she looks around.
A simple farmer is here for a special meal.
A handsome halfling waiter in a tuxedo serves his customers.

< 22h/22H 25v/122V 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 
The corpse of a Githzerai is lying here.
A wealthy human merchant walks through town.

< 22h/22H 29v/122V 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 
A halfling guard patrols the streets keeping the peace.

< 22h/22H 29v/122V 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 
A large, ugly snapping turtle is here.
A merchant wanders aimlessly.
A wealthy human merchant walks through town.
A fuzzy white duckling wanders here searching for food.

< 22h/22H 28v/122V 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 halfling guard patrols the streets keeping the peace.

< 22h/22H 27v/122V 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.
Obvious exits: -West  -Down 
A halfling guard patrols the streets keeping the peace.
A minotaur mercenary stands guard over the halflings.
A minotaur mercenary stands guard over the halflings.
A minotaur mercenary stands guard over the halflings.
A minotaur mercenary stands guard over the halflings.
A burly halfling stands here guarding the gate from invasion.
A halfling guard patrols the streets keeping the peace.

< 22h/22H 28v/122V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 28v/122V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 28v/122V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 28v/122V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 29v/122V 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 
A fuzzy white duckling wanders here searching for food.

< 22h/22H 28v/122V 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 

< 22h/22H 27v/122V 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 

< 22h/22H 26v/122V 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 

< 22h/22H 26v/122V 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 
A large wooden sign stands here.
A halfling cleric stands here smiling at everything around her.
One of the few mages in the Woodseer guard helps keep watch here.

< 22h/22H 25v/122V 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 

< 22h/22H 24v/122V 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 

< 22h/22H 24v/122V 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 

< 22h/22H 22v/122V 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 

< 22h/22H 20v/122V 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   

< 22h/22H 19v/122V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 20v/122V Pos: standing >
Alas, you cannot go that way. . . .

< 22h/22H 20v/122V Pos: standing >
The sun hangs low on the southern sky.

< 22h/22H 21v/122V 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
A graceful black leopard prowls the jungle.

< 22h/22H 21v/122V 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

< 22h/22H 21v/122V 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 

< 22h/22H 21v/122V 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.

< 22h/22H 21v/122V 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 brightly colored parrot flies through the branches.
A halfling sentinel keeps a close watch on the jungle.
A yellow flower hangs from a vine here.

< 22h/22H 20v/122V Pos: standing >
A large warthog enters from the north.

< 22h/22H 21v/122V Pos: standing >
A brightly colored parrot nimbly flitters away from your kick.

< 22h/22H 24v/122V Pos: standing >
< T: Khoop TP: sta TC:excellent E: bird sta EP: excellent >
 A brightly colored parrot misses you.
Your decent pierce strikes a brightly colored parrot very hard.

< 22h/22H 24v/122V Pos: standing >
< T: Khoop TP: sta TC:excellent E: bird sta EP:  small wounds >
 A halfling sentinel leaves west.

< 22h/22H 24v/122V Pos: standing >
< T: Khoop TP: sta TC:excellent E: bird sta EP:  small wounds >
 A brightly colored parrot dodges your futile attack.

< 22h/22H 24v/122V Pos: standing >
< T: Khoop TP: sta TC:excellent E: bird sta EP:  small wounds >
 You parry a brightly colored parrot's lunge at you.

< 22h/22H 24v/122V Pos: standing >
< T: Khoop TP: sta TC:excellent E: bird sta EP:  small wounds >
 A brightly colored parrot dodges your futile attack.

< 22h/22H 24v/122V Pos: standing >
< T: Khoop TP: sta TC:excellent E: bird sta EP:  small wounds >
 You dodge a brightly colored parrot's vicious attack.

< 22h/22H 24v/122V Pos: standing >
< T: Khoop TP: sta TC:excellent E: bird sta EP:  small wounds >
 A halfling sentinel enters from the west.

< 22h/22H 24v/122V Pos: standing >
< T: Khoop TP: sta TC:excellent E: bird sta EP:  small wounds >
 A brightly colored parrot nimbly flitters away from your kick.

< 22h/22H 24v/122V Pos: standing >
< T: Khoop TP: sta TC:excellent E: bird sta EP:  small wounds >
 A large warthog leaves north.

< 22h/22H 24v/122V Pos: standing >
< T: Khoop TP: sta TC:excellent E: bird sta EP:  small wounds >
 Your pierce strikes a brightly colored parrot very hard.

< 22h/22H 24v/122V Pos: standing >
< T: Khoop TP: sta TC:excellent E: bird sta EP:  few wounds >
 You parry a brightly colored parrot's lunge at you.

< 22h/22H 24v/122V Pos: standing >
< T: Khoop TP: sta TC:excellent E: bird sta EP:  few wounds >
 A halfling sentinel stands to the side, evaluating the fray.
Hint: Some commands can be abbreviated.  Try using shortened commands like 'exp' to see if they work.

< 22h/22H 24v/122V Pos: standing >
< T: Khoop TP: sta TC:excellent E: bird sta EP:  few wounds >
 You miss a brightly colored parrot.

< 22h/22H 24v/122V Pos: standing >
< T: Khoop TP: sta TC:excellent E: bird sta EP:  few wounds >
 A brightly colored parrot nimbly flitters away from your kick.

< 22h/22H 24v/122V Pos: standing >
< T: Khoop TP: sta TC:excellent E: bird sta EP:  few wounds >
 You barely block a brightly colored parrot's lunge at you.

< 22h/22H 24v/122V Pos: standing >
< T: Khoop TP: sta TC:excellent E: bird sta EP:  few wounds >
 Your decent pierce strikes a brightly colored parrot very hard.
You feel your skill in 1h piercing improving.
Your decent pierce seriously wounds a brightly colored parrot.

< 22h/22H 24v/122V Pos: standing >
< T: Khoop TP: sta TC:excellent E: bird sta EP: pretty hurt >
 A brightly colored parrot misses you.

< 22h/22H 24v/122V Pos: standing >
< T: Khoop TP: sta TC:excellent E: bird sta EP: pretty hurt >
 Hints are now turned OFF.

< 22h/22H 24v/122V Pos: standing >
< T: Khoop TP: sta TC:excellent E: bird sta EP: pretty hurt >
 You miss a brightly colored parrot.

< 22h/22H 24v/122V Pos: standing >
< T: Khoop TP: sta TC:excellent E: bird sta EP: pretty hurt >
 Alarm bells sound, signalling an invasion!
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!

< 22h/22H 24v/122V Pos: standing >
< T: Khoop TP: sta TC:excellent E: bird sta EP: pretty hurt >
 You dodge a brightly colored parrot's vicious attack.
A brightly colored parrot nimbly flitters away from your kick.

< 22h/22H 24v/122V Pos: standing >
< T: Khoop TP: sta TC:excellent E: bird sta EP: pretty hurt >
 You feel your skill in double attack improving.
Your decent pierce seriously wounds a brightly colored parrot.
Your decent pierce enshrouds a brightly colored parrot in a mist of blood.
A brightly colored parrot is incapacitated and will slowly die, if not aided.

< 22h/22H 24v/122V Pos: standing >
<A halfling sentinel stands to the side, evaluating the fray.

< 22h/22H 24v/122V Pos: standing >
<Your fine pierce grievously wounds a brightly colored parrot.
A brightly colored parrot is mortally wounded, and will die soon, if not aided.

< 22h/22H 24v/122V Pos: standing >
<Militia forces muster to bolster the town's defenses against the invaders!!!

< 22h/22H 24v/122V Pos: standing >
<Your fine pierce hits a brightly colored parrot.
A brightly colored parrot 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 a carnal satisfaction as a brightly colored parrot's gurgling and choking signals its demise.
It appears you were able to salvage a piece of equipment from your enemy.

< 22h/22H 24v/122V Pos: standing >
It appears to be the corpse of a brightly colored parrot.
a large piece of rubber
a superior reed ring

< 22h/22H 24v/122V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 22h/22H 24v/122V Pos: standing >
A Young Jungle
Obvious exits: -North -East  -South -West 
Fresh blood splatters cover the area.
The corpse of a brightly colored parrot is lying here.
A halfling sentinel keeps a close watch on the jungle.
A yellow flower hangs from a vine here.

< 22h/22H 24v/122V Pos: standing >
A halfling sentinel leaves north.

< 22h/22H 25v/122V Pos: standing >
A Githyanki snaps into visibility.
A Troll snaps into visibility.
A Troll tackles you HARD and sends you flying out of the room with him.
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 Troll (large) NightLord -*Clan DemonRage*- stands in mid-air here.
An impenetrable globe of darkness floats near a Troll's head.
A yellow flower hangs from a vine here.
A red flower hangs from a vine here.
A yellow flower hangs from a vine here.
A Troll tackles you square in the chest knocking the wind out of you!
You suddenly don't have the energy to fight!

< 22h/22H 25v/122V Pos: sitting >
You raise a level!

< 30h/30H 26v/122V Pos: sitting >
A Duergar snaps into visibility.

< 30h/30H 30v/122V Pos: sitting >
Alarm bells sound, signalling an invasion!
A Drow Elf snaps into visibility.

< 30h/30H 30v/122V Pos: sitting >
A Troll snaps into visibility.
A Troll's impressive bludgeon causes you to grimace in pain.
YIKES!  Another hit like that, and you've had it!!
A Troll's impressive pierce critically injures you.
Your consciousness begins to fade in and out as your mortality slips away.....