The death of [20 Psionicist] Fokz (Githzerai)

in Petalrich Lane

from the perspective of [20 Psionicist] Fokz (Githzerai)

<worn on face>       a leather bag with two little eye holes
<worn on body>       a tattered robe
<worn about body>    a studded leather cloak
<worn about waist>   a thin leather belt
<worn on arms>       a pair of worn leather sleeves
<held as shield>     a small round wooden shield
<worn on hands>      a pair of brown leather gloves
<worn on finger>     a fragile cured leather signet
<primary weapon>     a twisted clay morningstar

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 
A beautiful receptionist stands here ready to rent out rooms.

< 141h/141H 122v/122V Pos: standing >

< 141h/141H 122v/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 halfling guard patrols the streets keeping the peace.
The wife of a simple farmer smiles with pleasure as she looks around.
(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.
A simple farmer is here for a special meal.
A handsome halfling waiter in a tuxedo serves his customers.

< 141h/141H 121v/122V Pos: standing >
You are carrying: (2/11)
a yellow ten
a rugged adventurers satchel (illuminating)

< 141h/141H 121v/122V Pos: standing >

		Score information for Fokz

Level: 20   Race: Githzerai   Class: Psionicist Sex: Female
Hit points: 141(141)   Mana: 385(385)   Moves: 121(122)
Coins carried:    0 platinum    32 gold    33 silver    46 copper
Compression ratio: 56%
Status:  Standing.
Frags:   +0.00   Deaths:   0
Enchantments:   Ultravision Armor Levitation
Combat Pulse:   19 Spell Pulse:  0.87 
Leaderboard Points:  200 

Active Spells:
--------------
flesh armor (16 minutes)
adrenaline control (15 minutes)
enhance strength (10 minutes)
enhance constitution (10 minutes)
enhance dexterity (10 minutes)
enhance agility (10 minutes)
levitate (19 minutes)


< 141h/141H 121v/122V Pos: standing >
You drop a yellow ten.

< 141h/141H 121v/122V Pos: standing >

		Score information for Fokz

Level: 20   Race: Githzerai   Class: Psionicist Sex: Female
Hit points: 141(141)   Mana: 385(385)   Moves: 121(122)
Coins carried:    0 platinum    32 gold    33 silver    46 copper
Compression ratio: 57%
Status:  Standing.
Frags:   +0.00   Deaths:   0
Enchantments:   Ultravision Armor Levitation
Combat Pulse:   19 Spell Pulse:  0.87 
Leaderboard Points:  200 

Active Spells:
--------------
flesh armor (16 minutes)
adrenaline control (15 minutes)
enhance strength (10 minutes)
enhance constitution (10 minutes)
enhance dexterity (10 minutes)
enhance agility (10 minutes)
levitate (19 minutes)


< 141h/141H 121v/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 

< 141h/141H 121v/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 fuzzy white duckling wanders here searching for food.

< 141h/141H 120v/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 

< 141h/141H 119v/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 small dog lopes along waiting for its master.

< 141h/141H 118v/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 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.

< 141h/141H 117v/122V Pos: standing >
Alas, you cannot go that way. . . .

< 141h/141H 117v/122V Pos: standing >
Alas, you cannot go that way. . . .

< 141h/141H 118v/122V Pos: standing >
Alas, you cannot go that way. . . .

< 141h/141H 118v/122V Pos: standing >
Alas, you cannot go that way. . . .

< 141h/141H 118v/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 

< 141h/141H 117v/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 

< 141h/141H 117v/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 

< 141h/141H 116v/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.
An unnatural darkness fills this area.
Obvious exits: -Up    -Down 
A greyish stone wall is here to the down.
A few drops of fresh blood are scattered around the area.
A large Xorn stands here, three arms flailing. (minion) 
A LARGE earth elemental stands here, looking like a living rock. (minion) 
A Drow Elf (medium) FeRMEntaTIOn-OvERLord Brewed in Blood stands in mid-air here. (Casting) 
An impenetrable globe of darkness floats near a Drow Elf's head.

< 141h/141H 115v/122V Pos: standing >
Oof! You bump into a greyish stone wall...

< 141h/141H 115v/122V Pos: standing >
Oof! You bump into a greyish stone wall...

< 141h/141H 116v/122V Pos: standing >
Oof! You bump into a greyish stone wall...

< 141h/141H 116v/122V Pos: standing >
Oof! You bump into a greyish stone wall...

< 141h/141H 116v/122V Pos: standing >
Someone returns to normal as his rage abates.

< 141h/141H 117v/122V Pos: standing >
Someone suddenly attacks YOU!
A Troll snaps into visibility.
-=[A Troll's crush strikes you very hard.]=-
OUCH!  That really did HURT!

< 119h/141H 117v/122V Pos: standing >
< T: Fokz TP: sta TC: small wounds E: A Troll sta EP: excellent >
 You attempt to flee...
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 
You flee upward!

< 119h/141H 93v/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 

< 119h/141H 92v/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 

< 119h/141H 92v/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 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.

< 119h/141H 91v/122V Pos: standing >
Alas, you cannot go that way. . . .

< 119h/141H 91v/122V Pos: standing >
Alas, you cannot go that way. . . .

< 119h/141H 91v/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 small dog lopes along waiting for its master.

< 119h/141H 91v/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 

< 119h/141H 90v/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 fuzzy white duckling wanders here searching for food.
Alarm bells sound, signalling an invasion!

< 119h/141H 89v/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 
A halfling guard patrols the streets keeping the peace.

< 119h/141H 89v/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 playing card with a yellow face has been left behind.
The wife of a simple farmer smiles with pleasure as she looks around.
(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.
A simple farmer is here for a special meal.
A handsome halfling waiter in a tuxedo serves his customers.

< 119h/141H 89v/122V Pos: standing >
Alarm bells sound, signalling an invasion!

< 119h/141H 90v/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 
A halfling guard patrols the streets keeping the peace.

< 120h/141H 89v/122V Pos: standing >
Alas, you cannot go that way. . . .

< 120h/141H 89v/122V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 120h/141H 93v/122V Pos: standing >
A halfling guard leaves south.

< 120h/141H 94v/122V Pos: standing >

< 121h/141H 96v/122V Pos: standing >
The sun starts to set in the south.

< 121h/141H 97v/122V Pos: standing >
Alarm bells sound, signalling an invasion!

< 121h/141H 98v/122V Pos: standing >
Petalrich Lane
Obvious exits: -North -East  -South -West 

< 122h/141H 104v/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 playing card with a yellow face has been left behind.
A halfling guard patrols the streets keeping the peace.
The wife of a simple farmer smiles with pleasure as she looks around.
(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.
A simple farmer is here for a special meal.
A handsome halfling waiter in a tuxedo serves his customers.

< 123h/141H 105v/122V Pos: standing >
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 
A young duck searches for food here.
A beautiful receptionist stands here ready to rent out rooms.

< 123h/141H 105v/122V Pos: standing >
Jeong has entered the game.

< 123h/141H 106v/122V Pos: standing >
The Quivering Leaf Inn
Obvious exits: -East  -West  -Down 
Jeong (Halfling)(small) stands in mid-air here.
A young duck searches for food here.
A beautiful receptionist stands here ready to rent out rooms.

< 123h/141H 108v/122V Pos: standing >
Alarm bells sound, signalling an invasion!

< 124h/141H 110v/122V Pos: standing >
Jeong leaves down.

< 124h/141H 111v/122V Pos: standing >

< 125h/141H 114v/122V Pos: standing >
Hint: Always use magical weapons and missiles against high level demons, devils, dragons, angels and golems. If you are a monk use magic gauntlets.

< 126h/141H 121v/122V Pos: standing >

< 127h/141H 122v/122V Pos: standing >
A young duck leaves west.

< 128h/141H 122v/122V Pos: standing >

< 128h/141H 122v/122V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 134h/141H 122v/122V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 136h/141H 122v/122V Pos: standing >

< 137h/141H 122v/122V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 138h/141H 122v/122V Pos: standing >
Alarm bells sound, signalling an invasion!

< 138h/141H 122v/122V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 138h/141H 122v/122V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 139h/141H 122v/122V Pos: standing >
Alarm bells sound, signalling an invasion!

< 140h/141H 122v/122V Pos: standing >

< 140h/141H 122v/122V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
Militia forces muster to bolster the town's defenses against the invaders!!!

< 141h/141H 122v/122V Pos: standing >
Hint: Typing 'aggressive 0' will make you automatically attack any aggressive monsters that enter the room. Type 'aggressive off' to turn this off.

< 141h/141H 122v/122V Pos: standing >
A snapping turtle enters from below.

< 141h/141H 122v/122V Pos: standing >

< 141h/141H 122v/122V Pos: standing >
Alarm bells sound, signalling an invasion!

< 141h/141H 122v/122V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!
Alarm bells sound, signalling an invasion!

< 141h/141H 122v/122V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 141h/141H 122v/122V Pos: standing >
Alarm bells sound, signalling an invasion!
Alarm bells sound, signalling an invasion!

< 141h/141H 122v/122V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 141h/141H 122v/122V Pos: standing >
A snapping turtle leaves down.

< 141h/141H 122v/122V Pos: standing >
Alarm bells sound, signalling an invasion!

< 141h/141H 122v/122V Pos: standing >
Alarm bells sound, signalling an invasion!

< 141h/141H 122v/122V Pos: standing >
Alarm bells sound, signalling an invasion!

< 141h/141H 122v/122V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 141h/141H 122v/122V Pos: standing >
Alarm bells sound, signalling an invasion!

< 141h/141H 122v/122V Pos: standing >
You quickly scan the area.
A young duck who is close by to your west.
The halfling mailman who is close by to your west.
A postal clerk who is close by to your west.
The farmer's wife who is close by below you.
The maitre d' who is close by below you.
The elven woman who is close by below you.
The wealthy woodcarver who is close by below you.
The simple farmer who is close by below you.
The waiter who is close by below you.
The logger who is not far off below you.
The impatient patron who is not far off below you.
The impatient patron who is not far off below you.
The merchant's wife who is not far off below you.
The bartender who is not far off below you.

< 141h/141H 122v/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 playing card with a yellow face has been left behind.
The wife of a simple farmer smiles with pleasure as she looks around.
(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.
A simple farmer is here for a special meal.
A handsome halfling waiter in a tuxedo serves his customers.

< 141h/141H 121v/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 
A few drops of fresh blood are scattered around the area.
A large, ugly snapping turtle is here.
A fuzzy white duckling wanders here searching for food.

< 141h/141H 120v/122V Pos: standing >
You quickly scan the area.
A box turtle who is not far off to your north.
A father duck who is not far off to your north.
A tiny humming bird who is not far off to your north.
The happy woman who is not far off to your north.
A fuzzy duckling who is not far off to your north.
A brown duck who is a brief walk away to your north.
A snapping turtle who is a brief walk away to your north.
A small dog who is a brief walk away to your east.
The farmer's wife who is close by to your south.
The maitre d' who is close by to your south.
The elven woman who is close by to your south.
The wealthy woodcarver who is close by to your south.
The simple farmer who is close by to your south.
The waiter who is close by to your south.
A halfling child who is close by to your west.
A large xorn who is close by to your west.
A halfling guard who is close by to your west.
The halfling thief who is not far off to your west.
A tiny humming bird who is not far off to your west.
The halfling adventurer who is a brief walk away to your west.
A fuzzy duckling who is a brief walk away to your west.
An ugly frog who is a brief walk away to your west.
The young adventurer who is a brief walk away to your west.
The halfling warrior who is rather far off to your west.
The small woman who is rather far off to your west.
A halfling child who is in the distance to your west.
An ugly frog who is in the distance to your west.

< 141h/141H 120v/122V Pos: standing >
A snapping turtle leaves east.

< 141h/141H 122v/122V Pos: standing >
You quickly scan the area.
A box turtle who is not far off to your north.
A father duck who is not far off to your north.
A tiny humming bird who is not far off to your north.
The happy woman who is not far off to your north.
A brown duck who is a brief walk away to your north.
A snapping turtle who is a brief walk away to your north.
A snapping turtle who is close by to your east.
A small dog who is a brief walk away to your east.
The farmer's wife who is close by to your south.
The maitre d' who is close by to your south.
The elven woman who is close by to your south.
The wealthy woodcarver who is close by to your south.
The waiter who is close by to your south.
A large xorn who is close by to your west.
A halfling guard who is close by to your west.
A fuzzy duckling who is not far off to your west.
A halfling child who is not far off to your west.
The halfling thief who is not far off to your west.
A tiny humming bird who is not far off to your west.
The young adventurer who is a brief walk away to your west.
An ugly frog who is rather far off to your west.
The halfling warrior who is rather far off to your west.
The small woman who is rather far off to your west.
A halfling child who is in the distance to your west.

< 141h/141H 122v/122V Pos: standing >
The sun vanishes behind the southern horizon.

< 141h/141H 122v/122V Pos: standing >
Militia forces muster to bolster the town's defenses against the invaders!!!

< 141h/141H 122v/122V Pos: standing >
You quickly scan the area.
A box turtle who is not far off to your north.
A father duck who is not far off to your north.
A tiny humming bird who is not far off to your north.
A brown duck who is a brief walk away to your north.
A snapping turtle who is a brief walk away to your north.
A snapping turtle who is close by to your east.
A small dog who is a brief walk away to your east.
The farmer's wife who is close by to your south.
The maitre d' who is close by to your south.
The elven woman who is close by to your south.
The wealthy woodcarver who is close by to your south.
The simple farmer who is close by to your south.
The waiter who is close by to your south.
A large xorn who is close by to your west.
A halfling guard who is close by to your west.
A fuzzy duckling who is not far off to your west.
The halfling thief who is not far off to your west.
A tiny humming bird who is not far off to your west.
The halfling adventurer who is a brief walk away to your west.
The young adventurer who is a brief walk away to your west.
An ugly frog who is rather far off to your west.
The halfling warrior who is rather far off to your west.
The small woman who is rather far off to your west.
An ugly frog who is in the distance to your west.
A halfling child who is in the distance to your west.

< 141h/141H 122v/122V Pos: standing >
Alarm bells sound, signalling an invasion!

< 141h/141H 122v/122V Pos: standing >
You quickly scan the area.
A box turtle who is not far off to your north.
A father duck who is not far off to your north.
A tiny humming bird who is not far off to your north.
A brown duck who is a brief walk away to your north.
A snapping turtle who is a brief walk away to your north.
A snapping turtle who is close by to your east.
A small dog who is a brief walk away to your east.
The farmer's wife who is close by to your south.
The maitre d' who is close by to your south.
The elven woman who is close by to your south.
The wealthy woodcarver who is close by to your south.
The simple farmer who is close by to your south.
The waiter who is close by to your south.
A young duck who is close by to your west.
A large xorn who is close by to your west.
A halfling guard who is close by to your west.
A fuzzy duckling who is not far off to your west.
The halfling thief who is not far off to your west.
A tiny humming bird who is not far off to your west.
The halfling adventurer who is a brief walk away to your west.
The young adventurer who is a brief walk away to your west.
An ugly frog who is rather far off to your west.
The halfling warrior who is rather far off to your west.
The small woman who is rather far off to your west.
A brown duck who is in the distance to your west.
An ugly frog who is in the distance to your west.

< 141h/141H 122v/122V Pos: standing >
You quickly scan the area.
The happy woman who is not far off to your north.
A father duck who is not far off to your north.
A tiny humming bird who is not far off to your north.
A salamander who is a brief walk away to your north.
A brown duck who is a brief walk away to your north.
A snapping turtle who is a brief walk away to your north.
A snapping turtle who is close by to your east.
A small dog who is a brief walk away to your east.
The farmer's wife who is close by to your south.
The maitre d' who is close by to your south.
The elven woman who is close by to your south.
The wealthy woodcarver who is close by to your south.
The simple farmer who is close by to your south.
The waiter who is close by to your south.
A young duck who is close by to your west.
A large xorn who is close by to your west.
A halfling guard who is close by to your west.
A fuzzy duckling who is not far off to your west.
The halfling thief who is not far off to your west.
A tiny humming bird who is not far off to your west.
The halfling adventurer who is a brief walk away to your west.
The young adventurer who is a brief walk away to your west.
An ugly frog who is rather far off to your west.
The halfling warrior who is rather far off to your west.
The small woman who is rather far off to your west.
A brown duck who is in the distance to your west.
An ugly frog who is in the distance to your west.
A halfling child who is in the distance to your west.

< 141h/141H 122v/122V Pos: standing >

1st CIRCLE:
adrenaline control         
ego whip                   
excogitate                 

2nd CIRCLE:
ballistic attack           
enhance agility            
enhance constitution       
enhance dexterity          
enhance strength           

3rd CIRCLE:
aura sight                 
lend health                
molecular agitation        

4th CIRCLE:
ego blast                  
energy containment         
flesh armor                

5th CIRCLE:
inflict pain               

6th CIRCLE:
cell adjustment            
create sound               
flight                     
intellect fortress         

7th CIRCLE:
detonate                   
tower of iron will         

8th CIRCLE:
ectoplasmic form           
molecular control          

9th CIRCLE:
ether warp                 
psychic crush              

10th CIRCLE:
death field                
wormhole                   

11th CIRCLE:
biofeedback                

12th CIRCLE:
enrage                     


1st CIRCLE:
adrenaline control         
ego whip                   
excogitate                 

2nd CIRCLE:
ballistic attack           
enhance agility            
enhance constitution       
enhance dexterity          
enhance strength           

3rd CIRCLE:
aura sight                 
lend health                
molecular agitation        

4th CIRCLE:
ego blast                  
energy containment         
flesh armor                

5th CIRCLE:
inflict pain               

6th CIRCLE:
cell adjustment            
create sound               
flight                     
intellect fortress         

7th CIRCLE:
detonate                   
tower of iron will         

8th CIRCLE:
ectoplasmic form           
molecular control          

9th CIRCLE:
ether warp                 
psychic crush              

10th CIRCLE:
death field                
wormhole                   

11th CIRCLE:
biofeedback                


< 141h/141H 122v/122V Pos: standing >
A fuzzy duckling leaves south.

< 141h/141H 122v/122V Pos: standing >

< 141h/141H 122v/122V Pos: standing >
A snapping turtle enters from the east.

< 141h/141H 122v/122V Pos: standing >
A Drow Elf enters from the south.
Militia forces muster to bolster the town's defenses against the invaders!!!

< 141h/141H 122v/122V Pos: standing >
A Troll snaps into visibility.
A Troll suddenly looks a bit dumb, and madly slams _YOU_!
The world starts spinning, and your ears are ringing!

< 129h/141H 122v/122V Pos: on your ass >
-=[A Troll's powerful crush seriously wounds you.]=-
OUCH!  That really did HURT!
-=[A sense of WiLD HAtE surrounds a Troll as his awesome crush grievously wounds you.]=-
YIKES!  Another hit like that, and you've had it!!
A Troll snaps into visibility.
-=[YOU'RE HIT!  A lightning bolt from a Troll starts your skin smoking.]=-
Your some tight silk pants [superior] exploded spreading charges of electrical energy!