The death of [ 1 Rogue] Kinisson (Goblin)

in At the Bottom of a Waterfall

from the perspective of [ 1 Rogue] Kinisson (Goblin)

<worn on face>       a black leather mask
<worn about waist>   a belt of sewn ratskins
<worn on arms>       a pair of tight black sleeves
<worn on hands>      a pair of tight black gloves
<primary weapon>     a thin steel dagger
<secondary weapon>   a thin steel dagger
<worn on feet>       a pair of tight black slippers

A Training Room
   This room is used to teach stealth, gile, and lockpicking.  Special mats
line the floor that groan noticeable when tread heavily upon, Zagh stands here
with a stiff cane ready to whack anyone causing noise.  A table on the
opposite side of the room is covered in locks of every conceivable type and
kind.  A cabinet nearby hold many long fine picks.
Obvious exits: -South
A young rogue stands here sparring.
An apprentice thief skulks around the room in near silence.
An apprentice thief skulks around the room in near silence.
Zagh, the master thief is here teaching stealth.

< 1h/27H 105v/106V Pos: standing >
You wield a thin steel dagger.

< 1h/27H 106v/106V Pos: standing >
You wield a thin steel dagger.

< 1h/27H 106v/106V Pos: standing >
You discover that a young rogue has his hands in your wallet.

< 1h/27H 106v/106V Pos: standing >
You slide your legs into a pair of tight black pants.
You cover your arms with a pair of tight black sleeves.
You clasp a belt of sewn ratskins around your waist.
You pull a pair of tight black gloves onto your hands.
You place a pair of tight black slippers on your feet.
You cover your face with a black leather mask.
You wear a reptile skin cloak about your body.
You need at least one free hand to wield anything.
You need at least one free hand to wield anything.
Your hands are full.

< 1h/27H 106v/106V Pos: standing >
A Practice Room
   Large mats cover the floor to make falling softer, this room is used for
non-lethal sparing.  A number of blunted weapons are hanging from the wall,
mostly daggers, shortswords, and other light weapons.  Despite the blunted
weapons there are numerous blood stains on the mats.
Obvious exits: -North -West -Up#

< 1h/27H 105v/106V Pos: standing >
Alas, you cannot go that way. . . .

< 1h/27H 105v/106V Pos: standing >
Ok.

< 2h/27H 105v/106V Pos: standing >
A Gaming Room
   There are several tables in this room, each with four to six chairs.  Games
of every type and kind that involve dice and cards, and a few more dangerous
ones involving knives.  This is the only such gaming room in town, for some
reason any would-be competitors for this business end up dead.  Each footstep
resounds on the wooden floor to make the smallest movements easily heard.
Nervous looks are exchanged each time someone new enters.
Obvious exits: -North# -East# -Down
Fresh blood covers everything in the area.
An ogre bouncer stands here ensuring all debts are paid.
A gambler eyes you nervously.
A gambler eyes you nervously.
A gambler eyes you nervously.
A gambler eyes you nervously.
A gambler eyes you nervously.
A gambler eyes you nervously.

< 2h/27H 104v/106V Pos: standing >
Ok.

< 2h/27H 105v/106V Pos: standing >
A Cluttered Storeroom
   This room is used to store food, extra chairs, tables, and mops and buckets
used for cleaning up spilled blood.  Though most of the restaurants food is
bought fresh each day, some can be stored here for extended periods.  There is
also a small wine rack here holding some of the restaurants finer vintages.
Obvious exits: -East# -South

< 2h/27H 105v/106V Pos: standing >
You quickly scan the area.
An ogre bouncer who is close by to your south.
A shifty gambler who is close by to your south.
A shifty gambler who is close by to your south.
A shifty gambler who is close by to your south.
A shifty gambler who is close by to your south.
A shifty gambler who is close by to your south.

< 2h/27H 105v/106V Pos: standing >
Ok.

< 3h/27H 105v/106V Pos: standing >
You quickly scan the area.
A halfling slave who is close by to your east.
A halfling slave who is close by to your east.
A halfling slave who is close by to your east.
A halfling slave who is close by to your east.
A bossy chef who is close by to your east.
A bossy chef who is close by to your east.
An ogre bouncer who is close by to your south.
A shifty gambler who is close by to your south.
A shifty gambler who is close by to your south.
A shifty gambler who is close by to your south.
A shifty gambler who is close by to your south.
A shifty gambler who is close by to your south.

< 3h/27H 105v/106V Pos: standing >
A Busy Kitchen
   Dedicated goblin chefs stand over their halfling slaves ready to whip them
at the first hint of a mistake, the meals must be perfect!  The halflings work
feverishly, cutting vegatables, roots, and fungus; barely lettings their
chains get in the way.  Several small fires are used to cook the food, the
lack of ventilation causes smoke to fill the top of the room.  Sot covers most
visible surfaces.
Obvious exits: -South# -West
Fresh blood covers everything in the area.
A halfling slave cringes before his masters.
A halfling slave cringes before his masters.
A halfling slave cringes before his masters.
A halfling slave cringes before his masters.
A goblin chef stands here supervising the slaves.
A goblin chef stands here supervising the slaves.

< 3h/27H 104v/106V Pos: standing >
Ok.

< 3h/27H 105v/106V Pos: standing >
You quickly scan the area.
A goblin noble who is close by to your south.
A goblin noble who is close by to your south.
A goblin noble who is close by to your south.
A goblin noble who is close by to your south.
The maitre'd who is close by to your south.

< 4h/27H 106v/106V Pos: standing >
A Cluttered Storeroom
   This room is used to store food, extra chairs, tables, and mops and buckets
used for cleaning up spilled blood.  Though most of the restaurants food is
bought fresh each day, some can be stored here for extended periods.  There is
also a small wine rack here holding some of the restaurants finer vintages.
Obvious exits: -East -South
Puddles of fresh blood cover the ground.

< 4h/27H 105v/106V Pos: standing >
A Gaming Room
   There are several tables in this room, each with four to six chairs.  Games
of every type and kind that involve dice and cards, and a few more dangerous
ones involving knives.  This is the only such gaming room in town, for some
reason any would-be competitors for this business end up dead.  Each footstep
resounds on the wooden floor to make the smallest movements easily heard.
Nervous looks are exchanged each time someone new enters.
Obvious exits: -North -East# -Down
Puddles of fresh blood cover the ground.
An ogre bouncer stands here ensuring all debts are paid.
A gambler eyes you nervously.
A gambler eyes you nervously.
A gambler eyes you nervously.
A gambler eyes you nervously.
A gambler eyes you nervously.
A gambler eyes you nervously.

< 4h/27H 104v/106V Pos: standing >
You don't find anything you didn't see before.

< 4h/27H 105v/106V Pos: standing >
Skill
1h piercing                   11
appraise                  (obtained at level 10)
awareness                     19
backstab                      14
bandage                       19
blindfighting                  5
carve                         15
circle                        11
climb                         14
disguise                  (obtained at level 46)
double attack                  7
dual wield                     9
fishing                        6
hide                          18
kick                          10
mount                          5
parry                     (obtained at level 20)
pick lock                      6
ranged weapons                12
retreat                       13
safe fall                     12
salvage                       17
sneak                         18
subterfuge                (obtained at level 20)
swim                          16
switch opponents              12
track                         16
unarmed damage                 9
Skill
1h piercing                   11
appraise                  (obtained at level 10)
awareness                     19
backstab                      14
bandage                       19
blindfighting                  5
carve                         15
circle                        11
climb                         14
disguise                  (obtained at level 46)
double attack                  7
dual wield                     9
fishing                        6
hide                          18
kick                          10
mount                          5
parry                     (obtained at level 20)
pick lock                      6
ranged weapons                12
retreat                       13
safe fall                     12
salvage                       17
sneak                         18
subterfuge                (obtained at level 20)
swim                          16
switch opponents              12
track                         16
unarmed damage                 9

< 5h/27H 106v/106V Pos: standing >

< 5h/27H 106v/106V Pos: standing >
You have now turned Paging mode off.

< 6h/27H 106v/106V Pos: standing >

< 6h/27H 106v/106V Pos: standing >

< 6h/27H 106v/106V Pos: standing >
A Gaming Room
Obvious exits: -North -East# -Down
Puddles of fresh blood cover the ground.
An ogre bouncer stands here ensuring all debts are paid.
A gambler eyes you nervously.
A gambler eyes you nervously.
A gambler eyes you nervously.
A gambler eyes you nervously.
A gambler eyes you nervously.
A gambler eyes you nervously.

< 6h/27H 106v/106V Pos: standing >
A Practice Room
   Large mats cover the floor to make falling softer, this room is used for
non-lethal sparing.  A number of blunted weapons are hanging from the wall,
mostly daggers, shortswords, and other light weapons.  Despite the blunted
weapons there are numerous blood stains on the mats.
Obvious exits: -North -West -Up
A few drops of fresh blood are scattered around the area.
A young rogue stands here sparring.

< 6h/27H 105v/106V Pos: standing >
A Training Room
   This room is used to teach stealth, gile, and lockpicking.  Special mats
line the floor that groan noticeable when tread heavily upon, Zagh stands here
with a stiff cane ready to whack anyone causing noise.  A table on the
opposite side of the room is covered in locks of every conceivable type and
kind.  A cabinet nearby hold many long fine picks.
Obvious exits: -South
Fresh blood splatters cover the area.
An apprentice thief skulks around the room in near silence.
An apprentice thief skulks around the room in near silence.
Zagh, the master thief is here teaching stealth.

< 6h/27H 104v/106V Pos: standing >
You find a secret entrance!

< 6h/27H 104v/106V Pos: standing >
A Training Room
Obvious exits: -East# -South
Fresh blood splatters cover the area.
An apprentice thief skulks around the room in near silence.
An apprentice thief skulks around the room in near silence.
Zagh, the master thief is here teaching stealth.

< 7h/27H 106v/106V Pos: standing >
Ok.

< 8h/27H 106v/106V Pos: standing >
An Abandoned Hovel
   This small dirty house looks like it hasn't been inhabitted in some time.
The furniture that was here is now shatters and lies in the corners of the
room.  The wooden walls of this structure just barely keep the surrounding
dirt at bay, the far wall seems especially loose.
Obvious exits: -East# -West

< 8h/27H 105v/106V Pos: standing >
You quickly scan the area.
An apprentice thief who is close by to your west.
An apprentice thief who is close by to your west.
Zagh who is close by to your west.

< 8h/27H 105v/106V Pos: standing >
Ok.

< 8h/27H 105v/106V Pos: standing >
You quickly scan the area.
A baby goblin who is close by to your east.
An apprentice thief who is close by to your west.
An apprentice thief who is close by to your west.
Zagh who is close by to your west.

< 8h/27H 105v/106V Pos: standing >
Along the Lower Road
   When the town was built this was the main street, but now most of the well-
to-do live on the Street of Nobles.  This road is populated with all the
wretched town folks that barely eke out an existence.  The street is little
more then an open sewer, a ditch along it carries water and sewage from the
river north of town to the south where it drains into the underdark.
Obvious exits: -North -East# -South -West

< 8h/27H 104v/106V Pos: standing >
Consider killing who?

< 9h/27H 105v/106V Pos: standing >
You quickly scan the area.
A baby goblin who is close by to your north.
An elite goblin guard who is not far off to your north.
A scarab beetle who is a brief walk away to your north.
A grub who is a brief walk away to your north.
A huge warg who is a brief walk away to your north.
An elite goblin guard who is a brief walk away to your north.
A huge warg who is a brief walk away to your north.
An elite goblin guard who is a brief walk away to your north.
A huge warg who is a brief walk away to your north.
An elite goblin guard who is a brief walk away to your north.
A grub who is rather far off to your north.
A baby goblin who is rather far off to your north.
A grub who is close by to your south.
An apprentice thief who is not far off to your west.
An apprentice thief who is not far off to your west.
Zagh who is not far off to your west.

< 9h/27H 105v/106V Pos: standing >
Ok.

< 9h/27H 106v/106V Pos: standing >
Along the Lower Road
Obvious exits: -North -East# -South -West#

< 9h/27H 106v/106V Pos: standing >

< 10h/27H 106v/106V Pos: standing >

< 10h/27H 106v/106V Pos: standing >

< 10h/27H 106v/106V Pos: standing >

< 10h/27H 106v/106V Pos: standing >
Hint: Not sure if you are playing the right class? Experiment with different classes until you find one that fits your play style.

< 11h/27H 106v/106V Pos: standing >
A grub enters from the south.

< 14h/27H 106v/106V Pos: standing >
A grub suddenly attacks YOU!
A grub misses you.

< 14h/27H 106v/106V Pos: standing >
< T: Kinisson TP: sta TC: few wounds E: grub sta EP: excellent >
 You are already standing.

< 14h/27H 106v/106V Pos: standing >
< T: Kinisson TP: sta TC: few wounds E: grub sta EP: excellent >
 Your sloppy kick is easily avoided by a grub.

< 14h/27H 106v/106V Pos: standing >
< T: Kinisson TP: sta TC: few wounds E: grub sta EP: excellent >
 Your pierce strikes a grub hard.

< 14h/27H 106v/106V Pos: standing >
< T: Kinisson TP: sta TC: few wounds E: grub sta EP:  few wounds >
 You dodge a grub's vicious attack.

< 14h/27H 106v/106V Pos: standing >
< T: Kinisson TP: sta TC: few wounds E: grub sta EP:  few wounds >
 Your weak pierce strikes a grub hard.
Your decent pierce seriously wounds a grub.
A grub is stunned!

< 14h/27H 106v/106V Pos: standing >
< T: Kinisson TP: sta TC: few wounds E: grub sta EP:  bleeding, close to death >
 A grub misses you.
Your kick contacts with a grub, dislodging little pieces of it.
A grub is mortally wounded, and will die soon, if not aided.

< 14h/27H 106v/106V Pos: standing >
<A baby goblin enters from the north.

< 14h/27H 106v/106V Pos: standing >
<Your improved dexterity grants you an additional attack!
Your pierce grievously wounds a grub.
A grub is mortally wounded, and will die soon, if not aided.
Your stab cuts a vital artery and causes a grub to fall before your feet.
A grub 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 grub's gurgling and choking signals its demise.

< 14h/27H 106v/106V Pos: standing >
Kick who?

< 14h/27H 106v/106V Pos: standing >
Along the Lower Road
   The Lower Road spans the length of the town from the river to the north to
the guards post at the south end of town.  A ditch runs the length of the
street starting out as drinking water and ending up as sewer.  This is where
Moregeeth's under class eke out an existence from their tiny hovels.  You
notice everyone on the streets keeps to themselves, walking quickly to spend
as little time out here as possible.
Obvious exits: -North -East# -South -West#

< 14h/27H 105v/106V Pos: standing >
At the End of the Lower Road
   The Lower Road starts here and extends south, this is where most of the
poor eke out an existence.  Many small hovels have been built along side the
street.  None of them have water or sanitation, a filthy ditch running the
length of the street serves as both.  A large hole above leads to the High
Road and the Street of Nobles where the wealthy of town live.  To the north
is a path leads to the lake that serves as the cities reservoir.  To the west
is the Street of Harlot's, the cities red light district.
Obvious exits: -North -East# -South -West -Up
A grub crawls about looking for carrion.

< 15h/27H 104v/106V Pos: standing >
A grub suddenly attacks YOU!
A grub misses you.
Sorry, you aren't allowed to do that in combat.

< 15h/27H 104v/106V Pos: standing >
< T: Kinisson TP: sta TC: few wounds E: grub sta EP: excellent >
 Your sloppy kick is easily avoided by a grub.

< 15h/27H 104v/106V Pos: standing >
< T: Kinisson TP: sta TC: few wounds E: grub sta EP: excellent >
 Your improved dexterity grants you an additional attack!
Your pierce seriously wounds a grub.
A grub dodges your futile attack.
Your weak pierce strikes a grub very hard.
A grub is stunned!

< 15h/27H 104v/106V Pos: standing >
< T: Kinisson TP: sta TC: few wounds E: grub sta EP:  bleeding, close to death >
 A grub misses you.

< 15h/27H 104v/106V Pos: standing >
< T: Kinisson TP: sta TC: few wounds E: grub sta EP:  bleeding, close to death >
 An elite goblin guard enters from the north.

< 15h/27H 104v/106V Pos: standing >
< T: Kinisson TP: sta TC: few wounds E: grub sta EP:  bleeding, close to death >
 Your decent pierce seriously wounds a grub.
A grub is incapacitated and will slowly die, if not aided.

< 15h/27H 104v/106V Pos: standing >
<Sorry, you aren't allowed to do that in combat.

< 15h/27H 104v/106V Pos: standing >
<Your improved dexterity grants you an additional attack!
Your decent pierce enshrouds a grub in a mist of blood.
A grub is mortally wounded, and will die soon, if not aided.
Your pierce causes a grub to grimace in pain.
A grub is mortally wounded, and will die soon, if not aided.
Your stab cuts a vital artery and causes a grub to fall before your feet.
A grub 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 grub's gurgling and choking signals its demise.

< 15h/27H 104v/106V Pos: standing >

< 15h/27H 104v/106V Pos: standing >
At the End of the Lower Road
Obvious exits: -North -East# -South -West -Up
Fresh blood covers everything in the area.
The corpse of a grub is lying here.
An elite goblin guard wanders the town looking for trouble.

< 15h/27H 104v/106V Pos: standing >
At the End of the High Road
   The High Road comes to a end here, appropriately enough it ends right in
front of the bank.  All of the cities and most of the nobles do their business
through the bank, mostly since its far too dangerous to walk the streets with
cash.  This is the part of town where most of the town's nobles reside, along
the Street of Nobles.  Probably to be closer to their money.
Obvious exits: -North# -East -South -West -Down
The corpse of a grub is lying here.
A scarab beetle is here searching for food.
A wealthy noble walks about town while shopping.

< 15h/27H 103v/106V Pos: standing >
You quickly scan the area.
A goblin noble who is close by to your east.
Glab who is close by to your east.
A baby goblin who is close by to your south.
A baby goblin who is not far off to your south.
An elite goblin guard who is not far off to your south.
A huge warg who is a brief walk away to your south.
An elite goblin guard who is a brief walk away to your south.
A huge warg who is a brief walk away to your south.
A goblin noble who is a brief walk away to your south.
An elite goblin guard who is rather far off to your south.
An elite goblin guard who is rather far off to your south.
A huge warg who is rather far off to your south.
A huge warg who is rather far off to your south.
An elite goblin guard who is rather far off to your south.
A scarab beetle who is close by to your west.
A huge warg who is close by to your west.
An elite goblin guard who is close by to your west.
A goblin noble who is not far off to your west.
An elite goblin guard who is close by below you.

< 15h/27H 104v/106V Pos: standing >
Ok.

< 15h/27H 105v/106V Pos: standing >
Within a Noble's Home.
   Home to a nobleman this house is very well built, all the floors walls are
formed of slabs of marble.  The floor and ceiling is hardwood.  Not only does
the noble live here but a number of his servants as well.  A home of this
size might take quite a few, and everything is well kept.  No dust covers the
fine brass inlaid furniture, no marks or smudges on the floor.  Whatever
business the nobleman is in must be doing well.
Obvious exits: -South
A noble is here going through his business records.

< 15h/27H 105v/106V Pos: standing >
Ok.

< 15h/27H 105v/106V Pos: standing >
Ok.

< 16h/27H 105v/106V Pos: standing >
At the End of the High Road
   The High Road comes to a end here, appropriately enough it ends right in
front of the bank.  All of the cities and most of the nobles do their business
through the bank, mostly since its far too dangerous to walk the streets with
cash.  This is the part of town where most of the town's nobles reside, along
the Street of Nobles.  Probably to be closer to their money.
Obvious exits: -North -East -South -West -Down
The corpse of a grub is lying here.
A scarab beetle is here searching for food.
A wealthy noble walks about town while shopping.

< 16h/27H 104v/106V Pos: standing >
Ok.

< 16h/27H 104v/106V Pos: standing >
At the End of the Lower Road
   The Lower Road starts here and extends south, this is where most of the
poor eke out an existence.  Many small hovels have been built along side the
street.  None of them have water or sanitation, a filthy ditch running the
length of the street serves as both.  A large hole above leads to the High
Road and the Street of Nobles where the wealthy of town live.  To the north
is a path leads to the lake that serves as the cities reservoir.  To the west
is the Street of Harlot's, the cities red light district.
Obvious exits: -North -East# -South -West -Up
Fresh blood covers everything in the area.
The corpse of a grub is lying here.
An elite goblin guard wanders the town looking for trouble.

< 16h/27H 104v/106V Pos: standing >
Along Side an Underground River
   An underground river flows here, from the lake north of town southwards.
This river provides the residents of the Lower Road water and sewage.  A path
has been chipped along the river to allow passage to and from the lake.  The
lake supplies the town with fish, and the lake shore provides an abundance of
the fungus that serves as the staple for most of the townsfolks.
Obvious exits: -North -South
A scarab beetle is here searching for food.
A huge warg stands here snarling and growling.
An elite goblin guard stands here looking bored.
A huge warg stands here snarling and growling.
An elite goblin guard stands here looking bored.
A huge warg stands here snarling and growling.
An elite goblin guard stands here looking bored.

< 16h/27H 102v/106V Pos: standing >
At the Bottom of a Waterfall
   Torrents of water pour in from above as the stream turns from being
vertical to horizontal.  A stone path towards town heads south.  A large iron
ladder has been affixed to the sides of the shaft leading upwards allowing
access to the lake above, provided one doesn't mind getting wet.
Obvious exits: -South -Up
A grub crawls about looking for carrion.

< 16h/27H 102v/106V Pos: standing >
A grub suddenly attacks YOU!
A grub misses you.

< 16h/27H 102v/106V Pos: standing >
< T: Kinisson TP: sta TC: few wounds E: grub sta EP: excellent >
 Your sloppy kick is easily avoided by a grub.

< 16h/27H 102v/106V Pos: standing >
< T: Kinisson TP: sta TC: few wounds E: grub sta EP: excellent >
 A grub dodges your futile attack.
Your decent pierce seriously wounds a grub.
A grub is stunned!

< 16h/27H 102v/106V Pos: standing >
< T: Kinisson TP: sta TC: few wounds E: grub sta EP:  awful >
 A grub misses you.

< 16h/27H 102v/106V Pos: standing >
< T: Kinisson TP: sta TC: few wounds E: grub sta EP:  awful >
 Your improved dexterity grants you an additional attack!
Your decent pierce seriously wounds a grub.
Your weak pierce strikes a grub very hard.
A grub is incapacitated and will slowly die, if not aided.

< 16h/27H 102v/106V Pos: standing >
<
		Character attributes for Kinisson

Level: 1   Race: Goblin   Class: Rogue 
Age: 13 yrs / 4 mths  Height: 42 inches Weight: 49 lbs  Size: small

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

Armor Points: -35  Reduces melee damage taken by 3.5% 
Melee Critical Percentage(int): 8%
Max Spell Damage Reduction Percent(wis): 0%
Calming Chance(cha): 8% 
HP Vamp Cap Percentage(pow): 110% 
Spell Damage Modifier(str): 100% 
Bloodlust Damage Bonus(vs mob only): 2% 
Hitroll: average	Damroll: average
Alignment: extremely evil

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

Load carried: Very Light

< 16h/27H 102v/106V Pos: standing >
<Your pierce causes a grub to grimace in pain.
A grub is mortally wounded, and will die soon, if not aided.
A goblin merchant snaps into visibility.
Out of nowhere, a goblin merchant stabs you in the back, RIP...
Your reptile skin cloak was completely destroyed by the massive blow!
Your pair of tight black pants was completely destroyed by the massive blow!