Road Over an Ancient Streambed Exits are: N E S W Through the dense mist, it is possible to make out a small valley to the north of the road. This part of the road seems to be a natural bridge over what was once a small stream through the forest. To the south of the road, there seems to be a small depression in the forest, and the brush looks to be disturbed as if it has seen some recent, but scarce traffic. Kulak is riding on a mule. R> Puddles form in ruts in the road as rain quickly falls. You feel the time passing by... Kulak searches the ground for tracks. R> Kulak is leaving north, riding on a mule. You follow Kulak. A Shallow Valley Exits are: N E S W There is about two inches of standing water in this valley, and tall, slender reeds grow in the darkness of the forest. At once time this was probably a small stream that cut through the forest, but the source of the water seems to have dried up long ago, leaving only this tiny marsh. The fog has disappeared here. It is possible to climb the banks of the valley on either side, or to follow its path to the north, where the ground rises out to the forest. The slashed corpse of a giant bat is lying here. A giant bat looms overhead. Kulak is riding on a mule. R> Kulak is leaving north, riding on a mule. You follow Kulak. Slope Before a Valley Exits are: N E S W This may have been the mouth of a small creek at one time, but now it has dried out to become the entrance to a small valley to the south. The fertile soil here has encouraged thick and prolific plantlife, making entrance to the valley difficult, but certainly possible. Kulak is riding on a mule. R> Kulak is leaving north, riding on a mule. You follow Kulak. Heavy Forest Exits are: N S W A great wall of rock blocks any travel to the east. Large snakes are coiled around the thick branches of the oaks here. Their slow slithering is the only movement to be seen here. The underbrush seems to grow more dense to the south, and to the north the ground rises slightly. Kulak is riding on a mule. R> Kulak is leaving north, riding on a mule. You follow Kulak. Brush-Covered Slope Exits are: E S W Thick, nearly impassable brush grows along this gradual slope. Apparently the deer that munch on these plants have not found this place. The brush thins to the south and east as the forest resumes its usual monotony. At a closer look, it seems that some of the bushes have been nearly flattened by a giant foot. Kulak is riding on a mule. R> Kulak is leaving west, riding on a mule. You follow Kulak. Forested Plateau Exits are: E S W The darkness seems to thin here, probably because the canopy of trees is thinner, and a bit staggered due to the slopes on either side. Thin, wiry grass grows underfoot, a rare sight in this forest. The slope downward to the east is a gradual one, though there are many thick shrubs that grow in that direction. Travel along the plateau is fairly easy, and a faint breeze blows the scent of a campfire in from the southwest. Kulak is riding on a mule. R> Kulak is leaving west, riding on a mule. You follow Kulak. Atop a Forest Peak Exits are: E S W The ground levels to a narrow plateau here, and the ground looks unusually worn. The undergrowth is very thick on the southern end of the plateau, and the grass is very thin and worn. There seems to have been some traffic here recently, but there is no sign of life anywhere. A black deer can barely be made out in the darkness here. Kulak is riding on a mule. R> Kulak is leaving south, riding on a mule. You follow Kulak. A Sudden Clearing Exits are: N E (S) W Many footprints are impressed in the dirt here. Many seem to lead to the southern end of the clearing, where the entrance to a small cave can be seen. This narrow plateau slopes downward on either side, but continues level to the north. A pair of leather sleeves have been dropped here. A pair of thick, leather pants lie discarded in a heap. A lazy forest troll is here, cooking his latest kill. A lazy forest troll is here, cooking his latest kill. Kulak is riding on a mule. R> Kulak attacks a lazy forest troll! Kulak lightly slashes a lazy forest troll's left arm. R> Kulak deflects a lazy forest troll's attack. Kulak's riposte catches a lazy forest troll off guard. Kulak slashes a lazy forest troll's head. R> Kulak straps a light kite shield around his arm as a shield. R>aa You join the fight! You attack a lazy forest troll! You discover a weakness in a lazy forest troll's defense! You cleave a lazy forest troll's body extremely hard. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Bruised> Kulak deflects a lazy forest troll's attack. Kulak slashes a lazy forest troll's body. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Bruised>bash / - \ | / - A lazy forest troll deflects Kulak's attack. \ Kulak deflects a lazy forest troll's attack. Kulak's riposte catches a lazy forest troll off guard. Kulak slashes a lazy forest troll's head. | / - \ Your bash at a lazy forest troll sends him sprawling. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Bruised> A lazy forest troll deflects Kulak's attack. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Bruised> You cleave a lazy forest troll's left arm. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Bruised> A lazy forest troll deflects Kulak's attack. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Bruised> You rush forward wildly. You cleave a lazy forest troll's head hard. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Bruised>1 2 A lazy forest troll has recovered from a bash! R HP:Healthy, Kulak:Healthy, a lazy forest troll:Bruised>3 Kulak lightly slashes a lazy forest troll's head. You stop using a war axe. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Bruised>You stop using a light kite shield. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Bruised>You discover a weakness in a lazy forest troll's defense! You lightly hit a lazy forest troll's left hand. You wield a fine two-handed battle axe. This weapon seems too heavy for one hand R HP:Healthy, Kulak:Healthy, a lazy forest troll:Bruised> Kulak deflects a lazy forest troll's attack. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Bruised>two You wielded your weapon with both hands. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Bruised> A lazy forest troll deflects Kulak's attack. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Bruised> Kulak deflects a lazy forest troll's attack. Kulak's riposte catches a lazy forest troll off guard. Kulak slashes a lazy forest troll's head. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Hurt> You discover a weakness in a lazy forest troll's defense! You deeply wound a lazy forest troll's body with your cleave. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Hurt> Kulak lightly slashes a lazy forest troll's right leg. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Hurt> Kulak deflects a lazy forest troll's attack. Kulak's riposte catches a lazy forest troll off guard. Kulak slashes a lazy forest troll's head hard. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Hurt> A lazy forest troll dodges Kulak's attack. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Hurt> You cleave a lazy forest troll's left arm extremely hard. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Wounded> Kulak deflects a lazy forest troll's attack. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Wounded> Kulak slashes a lazy forest troll's body. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Wounded> You discover a weakness in a lazy forest troll's defense! You deeply wound a lazy forest troll's left arm with your cleave. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Bloodied> Kulak deflects a lazy forest troll's attack. Kulak's riposte catches a lazy forest troll off guard. Kulak slashes a lazy forest troll's head. Kulak lightly slashes a lazy forest troll's right hand. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Bloodied> A lazy forest troll says 'Z eqie pyiohbo bq mzdcbx!' A lazy forest troll assists a lazy forest troll. A lazy forest troll attacks Kulak! Kulak deflects a lazy forest troll's attack. Kulak's riposte catches a lazy forest troll off guard. Kulak slashes a lazy forest troll's head. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Bloodied> A lazy forest troll deflects Kulak's attack. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Bloodied> You discover a weakness in a lazy forest troll's defense! You deeply wound a lazy forest troll's left foot with your cleave. A lazy forest troll is dead! R.I.P. Your spirit increases by 1. You receive your share of experience -- 149 points. Saving Resevil. Your blood freezes as you hear a lazy forest troll's death cry. R>aa Kulak deflects a lazy forest troll's attack. Kulak's riposte catches a lazy forest troll off guard. Kulak slashes a lazy forest troll's head. You join the fight! You attack a lazy forest troll! R HP:Healthy, Kulak:Healthy, a lazy forest troll:Scratched> A lazy forest troll deflects Kulak's attack. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Scratched> You deeply wound a lazy forest troll's body with your cleave. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Bruised> A lazy forest troll deflects Kulak's attack. Kulak looks at you. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Bruised> Kulak deflects a lazy forest troll's attack. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Bruised> A lazy forest troll deflects Kulak's attack. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Bruised> Kulak deflects a lazy forest troll's attack. You deeply wound a lazy forest troll's head with your cleave. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Hurt> A lazy forest troll deflects Kulak's attack. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Hurt> Kulak deflects a lazy forest troll's attack. Kulak's riposte catches a lazy forest troll off guard. Kulak slashes a lazy forest troll's head hard. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Hurt> You cleave a lazy forest troll's right arm extremely hard. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Hurt> Kulak lightly slashes a lazy forest troll's left arm. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Hurt> Large drops of water fall from the trees, as heavy rain falls overhead. You feel the time passing by... R HP:Healthy, Kulak:Healthy, a lazy forest troll:Hurt> Kulak deflects a lazy forest troll's attack. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Hurt> Kulak lightly slashes a lazy forest troll's body. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Hurt> You deeply wound a lazy forest troll's right arm with your cleave. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Wounded> Kulak deflects a lazy forest troll's attack. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Wounded> Kulak lightly slashes a lazy forest troll's left arm. Kulak says 'lagging real bad' R HP:Healthy, Kulak:Healthy, a lazy forest troll:Wounded> You discover a weakness in a lazy forest troll's defense! You deeply wound a lazy forest troll's left leg with your cleave. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Bloodied>nod Kulak deflects a lazy forest troll's attack. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Bloodied> A lazy forest troll deflects Kulak's attack. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Bloodied>You nod solemnly. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Bloodied> You deeply wound a lazy forest troll's body with your cleave. Kulak lightly slashes a lazy forest troll's body. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Bloodied> Kulak deflects a lazy forest troll's attack. Kulak's riposte catches a lazy forest troll off guard. Kulak slashes a lazy forest troll's head. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Awful> Kulak says 'you?' R HP:Healthy, Kulak:Healthy, a lazy forest troll:Awful> A lazy forest troll deflects Kulak's attack. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Awful> Kulak deflects a lazy forest troll's attack. R HP:Healthy, Kulak:Healthy, a lazy forest troll:Awful> You deeply wound a lazy forest troll's body with your cleave. A lazy forest troll is dead! R.I.P. Your spirit increases by 1. You receive your share of experience -- 141 points. Your blood freezes as you hear a lazy forest troll's death cry. R>say nod You say 'nod' sc R>You have 468/468 hit, 60/60 mana, 160/171 moves, 1020 spirit. OB: 162, DB: 26, PB: 41, Speed: 17, Gold: 43, XP Needed: 50K. R>wear all.neck You wear a golden necklace around your neck. You wear a golden necklace around your neck. sc R>You have 468/468 hit, 60/60 mana, 152/171 moves, 1020 spirit. OB: 162, DB: 26, PB: 41, Speed: 17, Gold: 43, XP Needed: 50K. R> Kulak is leaving east, riding on a mule. You follow Kulak. A Gradual Hillside Exits are: N E S W At the top of the incline to the west, a dim light and movements can be made out. Low, rumbling noises can be heard from the same direction. The ground becomes damp and the vegetation more dense to the east. Apart from the rumbing sounds atop the slope, there are no sounds to be heard. Kulak is riding on a mule. R> Kulak is leaving south, riding on a mule. You follow Kulak. Beside a Huge Wall of Oaks Exits are: N E S A massive, tight row of oaks grows to the west, through the small breaks between the trunks there appears to be only a wall of stone. The terrain appears to slope slightly upwards to the north and down towards a small valley to the east. A large black hawk is flying here. A large black hawk is flying here. A large black hawk is flying here. Kulak is riding on a mule. R> Kulak is leaving south, riding on a mule. You follow Kulak. A Small Embankment Exits are: N E S W This narrow strip of rocky ground runs between the forest to the west and a shallow dip in the landscape to the east. The ground becomes very wet in that direction, and there seems to be standing water on the ground that way. The forest seems to thin slightly as it grows to the south. Kulak is riding on a mule. R> Kulak is leaving south, riding on a mule. You follow Kulak. Old Forest Road Exits are: N E S W A dense, cool mist hangs in the air here, making it difficult to see the ground. The mist becomes more of a thick fog to the east, but seems to thin to the west. The dark, sinister forest towers above the road as it extends endlessly to the north and south. Kulak is riding on a mule. R> Kulak is leaving south, riding on a mule. You follow Kulak. Disturbed Brush Exits are: N E W The brush here seems to be out of place, as if some creature who was in quite a hurry scampered through here. Some of the bushes to the east seem to be broken and trampled. The road can be made out just to the north. A large wild dog watches you carefully. Kulak is riding on a mule. R> Kulak is leaving north, riding on a mule. You follow Kulak. Old Forest Road Exits are: N E S W A dense, cool mist hangs in the air here, making it difficult to see the ground. The mist becomes more of a thick fog to the east, but seems to thin to the west. The dark, sinister forest towers above the road as it extends endlessly to the north and south. Kulak is riding on a mule. R> Kulak is leaving east, riding on a mule. You follow Kulak. Road Over an Ancient Streambed Exits are: N E S W Through the dense mist, it is possible to make out a small valley to the north of the road. This part of the road seems to be a natural bridge over what was once a small stream through the forest. To the south of the road, there seems to be a small depression in the forest, and the brush looks to be disturbed as if it has seen some recent, but scarce traffic. Kulak is riding on a mule. R>look Road Over an Ancient Streambed Exits are: N E S W Through the dense mist, it is possible to make out a small valley to the north of the road. This part of the road seems to be a natural bridge over what was once a small stream through the forest. To the south of the road, there seems to be a small depression in the forest, and the brush looks to be disturbed as if it has seen some recent, but scarce traffic. Kulak is riding on a mule. R> Kulak searches the ground for tracks. R>sc You have 468/468 hit, 60/60 mana, 164/171 moves, 1020 spirit. OB: 162, DB: 26, PB: 41, Speed: 17, Gold: 43, XP Needed: 50K. R> Kulak says 'one here' R> Kulak is leaving west, riding on a mule. You follow Kulak. Old Forest Road Exits are: N E S W A dense, cool mist hangs in the air here, making it difficult to see the ground. The mist becomes more of a thick fog to the east, but seems to thin to the west. The dark, sinister forest towers above the road as it extends endlessly to the north and south. Kulak is riding on a mule. R> Kulak is leaving east, riding on a mule. You follow Kulak. Road Over an Ancient Streambed Exits are: N E S W Through the dense mist, it is possible to make out a small valley to the north of the road. This part of the road seems to be a natural bridge over what was once a small stream through the forest. To the south of the road, there seems to be a small depression in the forest, and the brush looks to be disturbed as if it has seen some recent, but scarce traffic. Kulak is riding on a mule. say hmm R>You say 'hmm' R> Kulak is leaving north, riding on a mule. You follow Kulak. A Shallow Valley Exits are: N E S W There is about two inches of standing water in this valley, and tall, slender reeds grow in the darkness of the forest. At once time this was probably a small stream that cut through the forest, but the source of the water seems to have dried up long ago, leaving only this tiny marsh. The fog has disappeared here. It is possible to climb the banks of the valley on either side, or to follow its path to the north, where the ground rises out to the forest. The slashed corpse of a giant bat is lying here. A giant bat looms overhead. Kulak is riding on a mule. R> Kulak is leaving north, riding on a mule. You follow Kulak. Slope Before a Valley Exits are: N E S W This may have been the mouth of a small creek at one time, but now it has dried out to become the entrance to a small valley to the south. The fertile soil here has encouraged thick and prolific plantlife, making entrance to the valley difficult, but certainly possible. Kulak is riding on a mule. R> The thick trees almost block out the sky, though it appears cloudless. You feel the time passing by... R> Kulak is leaving north, riding on a mule. You follow Kulak. Heavy Forest Exits are: N S W A great wall of rock blocks any travel to the east. Large snakes are coiled around the thick branches of the oaks here. Their slow slithering is the only movement to be seen here. The underbrush seems to grow more dense to the south, and to the north the ground rises slightly. Kulak is riding on a mule. R> Kulak is leaving north, riding on a mule. You follow Kulak. Brush-Covered Slope Exits are: E S W Thick, nearly impassable brush grows along this gradual slope. Apparently the deer that munch on these plants have not found this place. The brush thins to the south and east as the forest resumes its usual monotony. At a closer look, it seems that some of the bushes have been nearly flattened by a giant foot. Kulak is riding on a mule. R> Kulak is leaving west, riding on a mule. You follow Kulak. Forested Plateau Exits are: E S W The darkness seems to thin here, probably because the canopy of trees is thinner, and a bit staggered due to the slopes on either side. Thin, wiry grass grows underfoot, a rare sight in this forest. The slope downward to the east is a gradual one, though there are many thick shrubs that grow in that direction. Travel along the plateau is fairly easy, and a faint breeze blows the scent of a campfire in from the southwest. Kulak is riding on a mule. R> Kulak is leaving south, riding on a mule. You follow Kulak. A Gradual Hillside Exits are: N E S W At the top of the incline to the west, a dim light and movements can be made out. Low, rumbling noises can be heard from the same direction. The ground becomes damp and the vegetation more dense to the east. Apart from the rumbing sounds atop the slope, there are no sounds to be heard. Kulak is riding on a mule. R> Kulak is leaving west, riding on a mule. You follow Kulak. A Sudden Clearing Exits are: N E (S) W Many footprints are impressed in the dirt here. Many seem to lead to the southern end of the clearing, where the entrance to a small cave can be seen. This narrow plateau slopes downward on either side, but continues level to the north. The hacked corpse of a lazy forest troll is lying here. The hacked corpse of a lazy forest troll is lying here. A pair of leather sleeves have been dropped here. A pair of thick, leather pants lie discarded in a heap. *an Uruk* is riding on a black warg. Kulak is riding on a mule. R> Kulak attacks *an Uruk*! *an Uruk* deflects Kulak's attack. R> Kulak deflects *an Uruk*'s attack. Kulak's riposte catches *an Uruk* off guard. Kulak slashes *an Uruk*'s head hard. R>ku You attack *an Uruk*! You deeply wound *an Uruk*'s left leg with your cleave. R HP:Healthy, Kulak:Scratched, *an Uruk*:Bruised> Kulak straps a light kite shield around his arm as a shield. R HP:Healthy, Kulak:Scratched, *an Uruk*:Bruised> Kulak deflects *an Uruk*'s attack. Kulak's riposte catches *an Uruk* off guard. Kulak slashes *an Uruk*'s head. R HP:Healthy, Kulak:Scratched, *an Uruk*:Hurt> *an Uruk* deflects Kulak's attack. *an Uruk*'s riposte catches Kulak off guard. *an Uruk* slashes Kulak's head. R HP:Healthy, Kulak:Scratched, *an Uruk*:Hurt>bash / - Kulak deflects *an Uruk*'s attack. \ | *an Uruk* deflects Kulak's attack. *an Uruk*'s riposte catches Kulak off guard. *an Uruk* slashes Kulak's head hard. / - \ | / - \ Kulak deflects *an Uruk*'s attack. Kulak's riposte catches *an Uruk* off guard. Kulak slashes *an Uruk*'s head. Your bash at *an Uruk* sends him sprawling. R HP:Healthy, Kulak:Scratched, *an Uruk*:Hurt> *an Uruk* deflects Kulak's attack. R HP:Healthy, Kulak:Scratched, *an Uruk*:Hurt>cc You cleave *an Uruk*'s body hard. R HP:Healthy, Kulak:Scratched, *an Uruk*:Hurt>You start to concentrate. - \ | *an Uruk* deflects Kulak's attack. / - \ | / - \ *an Uruk* has recovered from a bash! You lost your concentration! *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. R> *an Uruk* is entering from the east, riding on a black warg. R> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. R> *an Uruk* is entering from the east, riding on a black warg. R> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving west, riding on a black warg. R> Kulak is leaving west, riding on a mule. You follow Kulak. Sloping Ground Exits are: N E S W The slope is difficult to navigate, as giant boulders and thick trunks of trees block the way. Loose stones underfoot make travel even more difficult up the steep slope. Some noise and the smell of a fire seem to originate on the top of the hill to the east. A black deer can barely be made out in the darkness here. Kulak is riding on a mule. R> Kulak is leaving west, riding on a mule. You follow Kulak. Forest of Mirkwood Exits are: N E S The leaves on low shrubs that grow have been eaten right down to the sticks. Hoofprints in the dirt indicate that the black deer that roam the forest are the probable culprits. The ground slopes sharply upwards to the east, and there appears to be a faint light shining on top of the hill. A black deer can barely be made out in the darkness here. Kulak is riding on a mule. R> Kulak is leaving east, riding on a mule. You follow Kulak. Sloping Ground Exits are: N E S W The slope is difficult to navigate, as giant boulders and thick trunks of trees block the way. Loose stones underfoot make travel even more difficult up the steep slope. Some noise and the smell of a fire seem to originate on the top of the hill to the east. A black deer can barely be made out in the darkness here. Kulak is riding on a mule. R> Kulak is leaving south, riding on a mule. You follow Kulak. Old Forest Road Bends Exits are: N S W Here the road bends from its straight path. Winding to the west and south to avoid a giant oak to the east, the road narrows and becomes more broken here than before. Black deer frolic across the road from time to time, making a startling noise as they appear from and disappear into the brush beside the road. Kulak is riding on a mule. R> Kulak is leaving north, riding on a mule. You follow Kulak. Sloping Ground Exits are: N E S W The slope is difficult to navigate, as giant boulders and thick trunks of trees block the way. Loose stones underfoot make travel even more difficult up the steep slope. Some noise and the smell of a fire seem to originate on the top of the hill to the east. A black deer can barely be made out in the darkness here. Kulak is riding on a mule. R> Kulak is leaving east, riding on a mule. You follow Kulak. A Sudden Clearing Exits are: N E (S) W Many footprints are impressed in the dirt here. Many seem to lead to the southern end of the clearing, where the entrance to a small cave can be seen. This narrow plateau slopes downward on either side, but continues level to the north. The hacked corpse of a lazy forest troll is lying here. The hacked corpse of a lazy forest troll is lying here. A pair of leather sleeves have been dropped here. A pair of thick, leather pants lie discarded in a heap. Kulak is riding on a mule. R>smile You smile happily. R> *an Uruk* is entering from the east, riding on a black warg. A black, menacing lizard enters from the east. A black warg enters from the east. R> Kulak smiles happily. R>ku You attack *an Uruk*! You cleave *an Uruk*'s body very hard. R HP:Healthy, *an Uruk*:Scratched> You deflect *an Uruk*'s attack. R HP:Healthy, *an Uruk*:Scratched> Kulak hits himself, and says OUCH! R HP:Healthy, *an Uruk*:Scratched> Kulak attacks *an Uruk*! *an Uruk* dodges Kulak's attack. R HP:Healthy, *an Uruk*:Scratched> You deflect *an Uruk*'s attack. A black, menacing lizard heroically rescues *an Uruk*! R HP:Healthy, *an Uruk*:Scratched> *an Uruk* deflects your attack. R HP:Healthy, *an Uruk*:Scratched> A black, menacing lizard deflects Kulak's attack. R HP:Healthy, *an Uruk*:Scratched> Kulak deflects a black, menacing lizard's attack. Kulak's riposte catches a black, menacing lizard off guard. Kulak slashes a black, menacing lizard's head hard. R HP:Healthy, *an Uruk*:Scratched> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. A black warg leaves east. R>aa A black, menacing lizard panics, and attempts to flee! A black, menacing lizard flees head over heals! A black, menacing lizard leaves west. But nobody is fighting him! R> *an Uruk* is entering from the east, riding on a black warg. A black warg enters from the east. R>ku You attack *an Uruk*! *an Uruk* deflects your attack. R HP:Healthy, *an Uruk*:Scratched> *an Uruk* lightly slashes your right leg. R HP:Scratched, *an Uruk*:Scratched> Kulak attacks *an Uruk*! *an Uruk* dodges Kulak's attack. R HP:Scratched, *an Uruk*:Scratched> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving west, riding on a black warg. A black warg leaves west. R HP:Scratched>smile You smile happily. R HP:Scratched>l A Sudden Clearing Exits are: N E (S) W Many footprints are impressed in the dirt here. Many seem to lead to the southern end of the clearing, where the entrance to a small cave can be seen. This narrow plateau slopes downward on either side, but continues level to the north. The hacked corpse of a lazy forest troll is lying here. The hacked corpse of a lazy forest troll is lying here. A pair of leather sleeves have been dropped here. A pair of thick, leather pants lie discarded in a heap. Kulak is riding on a mule. You are riding on a nice pony. R HP:Scratched> Through the trees a cloudless sky can be seen. You feel the time passing by... Kulak's torch flickers weakly. R>say hmm You say 'hmm' R>say you ok You say 'you ok' R>l A Sudden Clearing Exits are: N E (S) W Many footprints are impressed in the dirt here. Many seem to lead to the southern end of the clearing, where the entrance to a small cave can be seen. This narrow plateau slopes downward on either side, but continues level to the north. The hacked corpse of a lazy forest troll is lying here. The hacked corpse of a lazy forest troll is lying here. A pair of leather sleeves have been dropped here. A pair of thick, leather pants lie discarded in a heap. Kulak is riding on a mule. You are riding on a nice pony. R> Kulak nods solemnly. R>say cool You say 'cool' R> *an Uruk* is entering from the west, riding on a black warg. A black, menacing lizard enters from the west. A black warg enters from the west. R> Kulak says 'spamming kill uruk' *an Uruk* begins quietly muttering some strange, powerful words. R> *an Uruk* utters a strange command, 'fear' R> Kulak attacks *an Uruk*! *an Uruk* deflects Kulak's attack. R> Kulak dodges *an Uruk*'s attack. R> A black, menacing lizard attacks Kulak! Kulak deflects a black, menacing lizard's attack. Kulak's riposte catches a black, menacing lizard off guard. Kulak slashes a black, menacing lizard's head hard. ku R> A black, menacing lizard heroically rescues *an Uruk*! R>You attack *an Uruk*! You cleave *an Uruk*'s head extremely hard. R HP:Healthy, *an Uruk*:Bruised> *an Uruk* stares at the sky. R HP:Healthy, *an Uruk*:Bruised> Kulak lightly slashes a black, menacing lizard's body. R HP:Healthy, *an Uruk*:Bruised>bsah *an Uruk* lightly slashes your right arm. R HP:Scratched, *an Uruk*:Bruised> A black, menacing lizard heroically rescues *an Uruk*! R HP:Scratched>Unrecognized command. R HP:Scratched>ku A black, menacing lizard deflects Kulak's attack. R HP:Scratched> *an Uruk* assists a black, menacing lizard. *an Uruk* attacks Kulak! R HP:Scratched> You discover a weakness in a black, menacing lizard's defense! You deeply wound a black, menacing lizard's left forefoot with your cleave. R HP:Scratched, Kulak:Scratched, a black, menacing lizard:Hurt>You already have a fight to worry about. R HP:Scratched, Kulak:Scratched, a black, menacing lizard:Hurt> *an Uruk* begins quietly muttering some strange, powerful words. R HP:Scratched, Kulak:Scratched, a black, menacing lizard:Hurt> Kulak dodges a black, menacing lizard's attack. Kulak slashes a black, menacing lizard's right foreleg. R HP:Scratched, Kulak:Scratched, a black, menacing lizard:Wounded> *an Uruk* utters a strange command, 'insight' bash R HP:Scratched, Kulak:Scratched, a black, menacing lizard:Wounded> *an Uruk* begins quietly muttering some strange, powerful words. R HP:Scratched, Kulak:Scratched, a black, menacing lizard:Wounded>You cleave a black, menacing lizard's body extremely hard. / Kulak lightly slashes a black, menacing lizard's left forefoot. - \ | Kulak deflects a black, menacing lizard's attack. Kulak's riposte catches a black, menacing lizard off guard. Kulak slashes a black, menacing lizard's head hard. / *an Uruk* utters a strange command, 'confuse' Kulak appears to be confused! - *an Uruk* slashes Kulak's body. \ | / - \ A black, menacing lizard deflects Kulak's attack. Your bash at a black, menacing lizard sends it sprawling. R HP:Scratched, Kulak:Scratched, a black, menacing lizard:Bloodied> *an Uruk* slashes Kulak's body. R HP:Scratched, Kulak:Scratched, a black, menacing lizard:Bloodied> A black, menacing lizard deflects Kulak's attack. R HP:Scratched, Kulak:Scratched, a black, menacing lizard:Bloodied> You deeply wound a black, menacing lizard's head with your cleave. A black, menacing lizard is dead! R.I.P. You receive your share of experience -- 20 points. Your blood freezes as you hear a black, menacing lizard's death cry. A black, menacing lizard realizes that *an Uruk* is a jerk! A black, menacing lizard leaves the group of *an Uruk*. R HP:Scratched> *an Uruk* slashes Kulak's left hand. *an Uruk* begins quietly muttering some strange, powerful words. R HP:Scratched> *an Uruk* distracts Kulak into missing him. R HP:Scratched>ku You attack *an Uruk*! R HP:Scratched, Kulak:Bruised, *an Uruk*:Scratched> *an Uruk* utters a strange command, 'fear' R HP:Scratched, Kulak:Bruised, *an Uruk*:Scratched>bash *an Uruk* dodges Kulak's attack. R HP:Scratched, Kulak:Scratched, *an Uruk*:Scratched> / - \ | / *an Uruk* slashes Kulak's right arm. - \ | / *an Uruk* dodges Kulak's attack. - \ Your bash at *an Uruk* sends him sprawling. R HP:Scratched, Kulak:Bruised, *an Uruk*:Scratched> You cleave *an Uruk*'s head very hard. R HP:Scratched, Kulak:Bruised, *an Uruk*:Bruised>sw *an Uruk* dodges Kulak's attack. R HP:Scratched, Kulak:Bruised, *an Uruk*:Bruised>You swing at *an Uruk*, reaching his bones! R HP:Scratched, Kulak:Bruised, *an Uruk*:Bruised> *an Uruk* deflects your attack. R HP:Scratched, Kulak:Bruised, *an Uruk*:Bruised> *an Uruk* dodges Kulak's attack. R HP:Scratched, Kulak:Bruised, *an Uruk*:Bruised> *an Uruk* has recovered from a bash! *an Uruk* begins quietly muttering some strange, powerful words. R HP:Scratched, Kulak:Bruised, *an Uruk*:Bruised>bsah *an Uruk* dodges Kulak's attack. *an Uruk* utters a strange command, 'poison' *an Uruk* poisons Kulak! R HP:Scratched, Kulak:Bruised, *an Uruk*:Bruised> You cleave *an Uruk*'s body hard. R HP:Scratched, Kulak:Bruised, *an Uruk*:Bruised> Kulak deflects *an Uruk*'s attack. Kulak's riposte catches *an Uruk* off guard. Kulak slashes *an Uruk*'s head hard. R HP:Scratched, Kulak:Bruised, *an Uruk*:Hurt>Unrecognized command. R HP:Healthy, Kulak:Bruised, *an Uruk*:Hurt> *an Uruk* dodges Kulak's attack. R HP:Healthy, Kulak:Bruised, *an Uruk*:Hurt> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving north, riding on a black warg. A black warg leaves north. R> Kulak is leaving north, riding on a mule. You follow Kulak. Atop a Forest Peak Exits are: E S W The ground levels to a narrow plateau here, and the ground looks unusually worn. The undergrowth is very thick on the southern end of the plateau, and the grass is very thin and worn. There seems to have been some traffic here recently, but there is no sign of life anywhere. *an Uruk* is riding on a black warg. A dark warg stands here, its eyes glowing like a flame. Kulak is riding on a mule. R> Kulak attacks *an Uruk*! *an Uruk* dodges Kulak's attack. R>ku Kulak deflects *an Uruk*'s attack. R>You attack *an Uruk*! *an Uruk* deflects your attack. R HP:Healthy, Kulak:Bruised, *an Uruk*:Hurt>bsah Unrecognized command. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. A black warg leaves east. R> Kulak is leaving east, riding on a mule. You follow Kulak. Forested Plateau Exits are: E S W The darkness seems to thin here, probably because the canopy of trees is thinner, and a bit staggered due to the slopes on either side. Thin, wiry grass grows underfoot, a rare sight in this forest. The slope downward to the east is a gradual one, though there are many thick shrubs that grow in that direction. Travel along the plateau is fairly easy, and a faint breeze blows the scent of a campfire in from the southwesku t. *an Uruk* is riding on a black warg. A dark warg stands here, its eyes glowing like a flame. Kulak is riding on a mule. *an Uruk* is leaving west, riding on a black warg. A black warg leaves west. R>The thick trees almost block out the sky, though it appears cloudless. You feel the time passing by... Kulak's torch flickers weakly. They aren't here. R>ku They aren't here. R>say west Kulak is leaving west, riding on a mule. You follow Kulak. Atop a Forest Peak Exits are: E S W The ground levels to a narrow plateau here, and the ground looks unusually worn. The undergrowth is very thick on the southern end of the plateau, and the grass is very thin and worn. There seems to have been some traffic here recently, but there is no sign of life anywhere. Kulak is riding on a mule. R>You say 'west' R> Kulak is leaving south, riding on a mule. You follow Kulak. A Sudden Clearing Exits are: N E (S) W Many footprints are impressed in the dirt here. Many seem to lead to the southern end of the clearing, where the entrance to a small cave can be seen. This narrow plateau slopes downward on either side, but continues level to the north. The hacked corpse of a black, menacing lizard is lying here. The hacked corpse of a lazy forest troll is lying here. The hacked corpse of a lazy forest troll is lying here. A pair of leather sleeves have been dropped here. A pair of thick, leather pants lie discarded in a heap. Kulak is riding on a mule. R>giggle You giggle. R>group Your group consists of: HP: Healthy, M:Full, MV:Energetic -- Resevil (Head of group) HP: Bruised, M:Full, MV:Energetic -- Kulak R> Kulak says 'spam' R>nod You nod solemnly. R> Kulak says 'i remove poison' R>nod You nod solemnly. R> *an Uruk* is (busy) entering from the west, riding on a black warg. A black, menacing lizard enters from the west. A black warg enters from the west. R>ku Kulak attacks *an Uruk*! *an Uruk* deflects Kulak's attack. R>Kulak deflects *an Uruk*'s attack. A black, menacing lizard heroically rescues *an Uruk*! You attack *an Uruk*! You discover a weakness in *an Uruk*'s defense! You deeply wound *an Uruk*'s left arm with your cleave. R HP:Healthy, *an Uruk*:Hurt> *an Uruk* begins quietly muttering some strange, powerful words. R HP:Healthy, *an Uruk*:Hurt> Kulak deflects a black, menacing lizard's attack. R HP:Healthy, *an Uruk*:Hurt>bash A black, menacing lizard deflects Kulak's attack. *an Uruk* utters a strange command, 'insight' The world seems to gain a few edges for you. R HP:Healthy, *an Uruk*:Hurt> A black, menacing lizard heroically rescues *an Uruk*! R HP:> / - \ | / - \ | Kulak lightly slashes a black, menacing lizard's right hindleg. / - *an Uruk* assists a black, menacing lizard. *an Uruk* attacks Kulak! \ Kulak deflects a black, menacing lizard's attack. Kulak's riposte catches a black, menacing lizard off guard. Kulak slashes a black, menacing lizard's head hard. Your bash at a black, menacing lizard sends it sprawling. R HP:Healthy, Kulak:Bruised, a black, menacing lizard:Scratched> Kulak deflects *an Uruk*'s attack. R HP:Healthy, Kulak:Bruised, a black, menacing lizard:Scratched> You discover a weakness in a black, menacing lizard's defense! You rush forward wildly. You deeply wound a black, menacing lizard's right foreleg with your cleave. *an Uruk* begins quietly muttering some strange, powerful words. R HP:Healthy, Kulak:Bruised, a black, menacing lizard:Hurt> A black, menacing lizard deflects Kulak's attack. R HP:Healthy, Kulak:Bruised, a black, menacing lizard:Hurt> *an Uruk* utters a strange command, 'confuse' R HP:Healthy, Kulak:Bruised, a black, menacing lizard:Hurt>bash A black, menacing lizard deflects Kulak's attack. R HP:Healthy, Kulak:Bruised, a black, menacing lizard:Hurt>Your victim is already bashed! R HP:Healthy, Kulak:Bruised, a black, menacing lizard:Hurt> You cleave a black, menacing lizard's body extremely hard. A black, menacing lizard has recovered from a bash! R HP:Healthy, Kulak:Bruised, a black, menacing lizard:Hurt> Kulak deflects *an Uruk*'s attack. R HP:Healthy, Kulak:Bruised, a black, menacing lizard:Hurt> A black, menacing lizard bites Kulak! A black, menacing lizard poisons Kulak! Kulak writhes in pain as the poison takes hold. R HP:Healthy, Kulak:Bruised, a black, menacing lizard:Hurt> Kulak lightly slashes a black, menacing lizard's right foreleg. R HP:Healthy, Kulak:Bruised, a black, menacing lizard:Hurt> Kulak deflects a black, menacing lizard's attack. Kulak's riposte catches a black, menacing lizard off guard. Kulak slashes a black, menacing lizard's head. R HP:Healthy, Kulak:Bruised, a black, menacing lizard:Hurt> Kulak deflects *an Uruk*'s attack. Kulak's riposte catches *an Uruk* off guard. Kulak slashes *an Uruk*'s head hard. R HP:Healthy, Kulak:Bruised, a black, menacing lizard:Hurt> You cleave a black, menacing lizard's body very hard. R HP:Healthy, Kulak:Bruised, a black, menacing lizard:Hurt> A black, menacing lizard deflects Kulak's attack. R HP:Healthy, Kulak:Bruised, a black, menacing lizard:Hurt>bash *an Uruk* is entering from the east, riding on a black warg. R HP:Healthy, Kulak:Bruised, a black, menacing lizard:Hurt> / - Kulak deflects *an Uruk*'s attack. \ Kulak deflects a black, menacing lizard's attack. Kulak's riposte catches a black, menacing lizard off guard. Kulak slashes a black, menacing lizard's head hard. | A black, menacing lizard deflects Kulak's attack. / - \ *an Uruk* begins quietly muttering some strange, powerful words. | / - \ *an Uruk* stops riding a black warg. A black warg now follows *an Uruk*. Your bash at a black, menacing lizard sends it sprawling. R HP:Healthy, Kulak:Bruised, a black, menacing lizard:Wounded> Kulak lightly slashes a black, menacing lizard's head. R HP:Healthy, Kulak:Bruised, a black, menacing lizard:Wounded> *an Uruk* utters a strange command, 'poison' *an Uruk* poisons Kulak! R HP:Healthy, Kulak:Bruised, a black, menacing lizard:Wounded> You deeply wound a black, menacing lizard's right forefoot with your cleave. R HP:Healthy, Kulak:Bruised, a black, menacing lizard:Bloodied> Kulak dodges *an Uruk*'s attack. R HP:Healthy, Kulak:Bruised, a black, menacing lizard:Bloodied> Kulak lightly slashes a black, menacing lizard's body. R HP:Healthy, Kulak:Bruised, a black, menacing lizard:Bloodied> You deeply wound a black, menacing lizard's right hindfoot with your cleave. R HP:Healthy, Kulak:Bruised, a black, menacing lizard:Awful> Kulak deflects *an Uruk*'s attack. A black, menacing lizard deflects Kulak's attack. R HP:Healthy, Kulak:Bruised, a black, menacing lizard:Awful> A black, menacing lizard has recovered from a bash! R HP:Healthy, Kulak:Bruised, a black, menacing lizard:Awful> Kulak deflects a black, menacing lizard's attack. R HP:Healthy, Kulak:Bruised, a black, menacing lizard:Awful> A black, menacing lizard deflects Kulak's attack. A black, menacing lizard bites Kulak! A black, menacing lizard poisons Kulak! Kulak writhes in pain as the poison takes hold. *an Uruk* begins quietly muttering some strange, powerful words. R HP:Healthy, Kulak:Bruised, a black, menacing lizard:Awful> Kulak smirks at *an Uruk*. R HP:Healthy, Kulak:Bruised, a black, menacing lizard:Awful> You cleave a black, menacing lizard's body extremely hard. A black, menacing lizard is dead! R.I.P. Your spirit increases by 1. You receive your share of experience -- 14 points. Your blood freezes as you hear a black, menacing lizard's death cry. A black, menacing lizard realizes that *an Uruk* is a jerk! R>aa *an Uruk* utters a strange command, 'haze' R> Kulak deflects *an Uruk*'s attack. *an Uruk* deflects Kulak's attack. R>You join the fight! You attack *an Uruk*! R HP:Healthy, Kulak:Bruised, *an Uruk*:Bruised> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. A black warg leaves east. bash R>I see no here. Bash who? R> Clouds can be seen above in the sky. You feel the time passing by... Kulak's torch went out. Kulak is leaving east, riding on a mule. You follow someone. A Gradual Hillside Exits are: N E S W At the top of the incline to the west, a dim light and movements can be made out. Low, rumbling noises can be heard from the same direction. The ground becomes damp and the vegetation more dense to the east. Apart from the rumbing sounds atop the slope, there are no sounds to be heard. *an Uruk* is riding on a black waraa g. A dark warg stands here, its eyes glowing like a flame. Kulak is riding on a mule. R> Kulak attacks *an Uruk*! *an Uruk* dodges Kulak's attack. R> Kulak deflects *an Uruk*'s attack. R>You join the fight! You attack *an Uruk*! *an Uruk* deflects your attack. R HP:Healthy, Kulak:Bruised, *an Uruk*:Bruised>bash *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving north, riding on a black warg. A black warg leaves north. R>I see no here. Bash who? R>aa But nobody is fighting him! R> Kulak lights a torch and holds it. R> Kulak is leaving north, riding on a mule. You follow Kulak. Forested Plateau Exits are: E S W The darkness seems to thin here, probably because the canopy of trees is thinner, and a bit staggered due to the slopes on either side. Thin, wiry grass grows underfoot, a rare sight in this forest. The slope downward to the east is a gradual one, though there are many thick shrubs that grow in that direction. Travel along the plateau is fairly easy, and a faint breeze blows the scent of a campfire in from the southweaa st. Kulak is riding on a mule. R>But nobody is fighting him! R> Kulak is leaving west, riding on a mule. You follow Kulak. Atop a Forest Peak Exits are: E S W The ground levels to a narrow plateau here, and the ground looks unusually worn. The undergrowth is very thick on the southern end of the plateau, and the grass is very thin and worn. There seems to have been some traffic here recently, but there is no sign of life anywhere. Kulak is riding on a mule. R> Kulak is leaving south, riding on a mule. You follow Kulak. A Sudden Clearing Exits are: N E (S) W Many footprints are impressed in the dirt here. Many seem to lead to the southern end of the clearing, where the entrance to a small cave can be seen. This narrow plateau slopes downward on either side, but continues level to the north. The hacked corpse of a black, menacing lizard is lying here. The hacked corpse of a black, menacing lizard is lying here. The hacked corpse of a lazy forest troll is lying here. The hacked corpse of a lazy forest troll is lying here. A pair of leather sleeves have been dropped here. A pair of thick, leather pants lie discarded in a heap. A dark warg stands here, its eyes glowing like a flame. Kulak is riding on a mule. R> *an Uruk* is entering from the west, riding on a black warg. A black warg enters from the west. R>aa But nobody is fighting him! ku R> Kulak attacks *an Uruk*! *an Uruk* deflects Kulak's attack. R> Kulak dodges *an Uruk*'s attack. R>You attack *an Uruk*! You discover a weakness in *an Uruk*'s defense! You deeply wound *an Uruk*'s left arm with your cleave. R HP:Healthy, Kulak:Bruised, *an Uruk*:Hurt> *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving west, riding on a black warg. A black warg leaves west. R> *an Uruk* leaps out of nowhere and hits you HARD! That really did HURT! R HP:Wounded, *an Uruk*:Healthy> *an Uruk* slashes your body. R HP:Wounded, *an Uruk*:Healthy> Kulak is leaving west, riding on a mule. R HP:Wounded, *an Uruk*:Healthy>ku *an Uruk* slashes your body. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves east. A black warg leaves east. Kulak is entering from the west, riding on a mule. They aren't here. R HP:Wounded> A black warg enters from the east. R HP:Wounded>w Sloping Ground Exits are: N E S W The slope is difficult to navigate, as giant boulders and thick trunks of trees block the way. Loose stones underfoot make travel even more difficult up the steep slope. Some noise and the smell of a fire seem to originate on the top of the hill to the east. A black deer can barely be made out in the darkness here. R HP:Wounded>w w w Forest of Mirkwood Exits are: N E S The leaves on low shrubs that grow have been eaten right down to the sticks. Hoofprints in the dirt indicate that the black deer that roam the forest are the probable culprits. The ground slopes sharply upwards to the east, and there appears to be a faint light shining on top of the hill. A black deer can barely be made out in the darkness here. R HP:Wounded>You cannot go that way. R HP:Wounded>std You cannot go that way. R HP:Wounded>w s You are now employing defensive tactics. s R HP:Wounded>You cannot go that way. R HP:Wounded>Old Forest Road Exits are: N E S W The road appears to be well-travelled, though it has fallen into disrepair over the years. Many places in the path are interrupted by large rocks and the occasional shrub. The road continues to the east and west. R HP:Wounded>Noisy Brush Exits are: N E S The bushes that grow here have many small, dry leaves at the end of their branches. When the bushes are disturbed, they make quite a clamor as the tight network of branches sets of a chain reaction of rustling motion among the bushes. Hopefully there are no large predators nearby whose attention will be drawn by all the noise these bushes make. w R HP:Wounded>w w s You cannot go that way. R HP:Wounded>You cannot go that way. R HP:Wounded>You cannot go that way. R HP:Wounded>Light Forest Exits are: N E S The forest becomes quite thin here, and the underbrush gives way to the dirt floor of the forest. Several tall oaks grow proudly here, but travel is much easier here than in the surrounding forest. R HP:Wounded>w w w You cannot go that way. s R HP:Wounded>You cannot go that way. R HP:Wounded>You cannot go that way. R HP:Wounded>Tall Foliage Exits are: N E S Tall, wide ferns grow here, making it impossible to see even two feet in front of you. The ferns grow so densely that moving through even the lightest of plants is difficult. Hopefully this sea of green will end soon. *an Uruk* is (busy) riding on a black warg. A dark warg stands here, its eyes glowing like a flame. R HP:Wounded>w w w *an Uruk* utters a strange command, 'guardian' A black, menacing lizard appears with a flash. A black, menacing lizard now follows *an Uruk*. s R HP:Wounded>You cannot go that way. R HP:Wounded>You cannot go that way. R HP:Wounded>You cannot go that way. *an Uruk* attacks YOU! *an Uruk* lightly slashes your right arm. R HP:Wounded, *an Uruk*:Bruised>*an Uruk* deflects your attack. No way! You're fighting for your life! R HP:Wounded, *an Uruk*:Bruised>s A black, menacing lizard heroically rescues *an Uruk*! R HP:Wounded>f Near a Patch of Light Exits are: N E S To the east, there seems to be some kind of light source. Whether it is a fire or perhaps even the glow of the sun is hard to tell. The forest seems to thin in the direction of the light, but continues its dense existance in every other direction. R HP:Wounded>You flee head over heels. Giant Wall of Roots Exits are: N E To the south, an incredible wall of roots grows up from the ground. Perhaps this is the result of many of the giant oaks falling over towards the south, leaving their massive network of roots exposed and upright. There appears to be no possible way of travelling any further in that direction. w n R HP:Wounded>You cannot go that way. R HP:Wounded>Near a Patch of Light Exits are: N E S To the east, there seems to be some kind of light source. Whether it is a fire or perhaps even the glow of the sun is hard to tell. The forest seems to thin in the direction of the light, but continues its dense existance in every other direction. *an Uruk* is riding on a black warg. A black, menacing lizard glares at its surroundings. A dark warg stands here, its eyes glowing like a flame. n R HP:Wounded>Tall Foliage Exits are: N E S Tall, wide ferns grow here, making it impossible to see even two feet in front of you. The ferns grow so densely that moving through even the lightest of plants is difficult. Hopefully this sea of green will end soon. w R HP:Wounded>w w You cannot go that way. n R HP:Wounded>You cannot go that way. R HP:Wounded>Kulak tells you 'wghere you go?'. You cannot go that way. *an Uruk* is (busy) entering from the south, riding on a black warg. A black, menacing lizard enters from the south. A black warg enters from the south. R HP:Wounded>Light Forest Exits are: N E S The forest becomes quite thin here, and the underbrush gives way to the dirt floor of the forest. Several tall oaks grow proudly here, but travel is much easier here than in the surrounding forest. R HP:Wounded>w n You cannot go that way. *an Uruk* is entering from the south, riding on a black warg. A black, menacing lizard enters from the south. A black warg enters from the south. R HP:Wounded>Noisy Brush Exits are: N E S The bushes that grow here have many small, dry leaves at the end of their branches. When the bushes are disturbed, they make quite a clamor as the tight network of branches sets of a chain reaction of rustling motion among the bushes. Hopefully there are no large predators nearby whose attention will be drawn by all the noise these bushes make. R HP:Wounded> *an Uruk* is entering from the south, riding on a black warg. A black, menacing lizard enters from the south. A black warg enters from the south. R HP:Wounded> *an Uruk* attacks YOU! *an Uruk* lightly slashes your head. R HP:Wounded, *an Uruk*:Bruised> *an Uruk* deflects your attack. R HP:Wounded, *an Uruk*:Bruised>w n f No way! You're fighting for your life! R HP:Wounded, *an Uruk*:Bruised>No way! You're fighting for your life! R HP:Wounded, *an Uruk*:Bruised>You flee head over heels. Old Forest Road Exits are: N E S W The road appears to be well-travelled, though it has fallen into disrepair over the years. Many places in the path are interrupted by large rocks and the occasional shrub. The road continues to the east and west. R HP:Wounded>w w *an Uruk* is entering from the south, riding on a black warg. A black, menacing lizard enters from the south. A black warg enters from the south. w w R HP:Wounded>The Old Forest Road Exits are: E W The Road struggles on through the thick woods. Here the boughs of the ever present trees claw at you as you pass. The occasional rustle of leaves and branches is all that breaks the silence. Off to the west, the ever present trees seem to thin a bit, and become more hospitable. w w R HP:Wounded>The Old Forest Road Exits are: E W The eastern road straightens out a bit here, if one follows it eastwards, and the tall trees on either side prevent passage off the road. The air here is heavy and humid, adding to the already nagging fears about what may lie beyond the edge of the roadway. Just as well, only the foolish or the very brave would venture off the path in any case. R HP:Wounded>A Bend in the Old Forest Road Exits are: N E S W The great road bends northwards here, on its long journey between the peacefull lands beyond the misty mountains to the farthest reaches of the east. Around you, the tall pines block the sun, but the forest does thin enough to the south to allow you to travel that way. R HP:Wounded>A stand of pines. Exits are: N E S About you is a stand of pines, sparse enough to permit passage deeper into the woods, yet thick enough to obscure all sign of the nearby road after one passes but a few feet. The pines seem to go on for some distance sothwards, but the brush thins greatly after a few dozen yards. w R HP:Wounded>You cannot go that way. R HP:Wounded>w You cannot go that way. R HP:Wounded>s n You cannot go that way. R HP:Wounded>w You cannot go that way. R HP:Wounded>A tall stand of pines. Exits are: N E S The tall, straight trees about you seem to radiate an unpleasant silece, a silence that is only broken by the sound of your footsteps. The scent of these great trees is heavy in the air, almost as if the trees themselves were trying to hide the scent of less pleasant things. A backpack lies here. A friendly little pony is here, looking well-groomed and happy. w R HP:Wounded>A stand of pines. Exits are: N E S About you is a stand of pines, sparse enough to permit passage deeper into the woods, yet thick enough to obscure all sign of the nearby road after one passes but a few feet. The pines seem to go on for some distance sothwards, but the brush thins greatly after a few dozen yards. w w w R HP:Wounded>You cannot go that way. *an Uruk* is entering from the east, riding on a black warg. A black, menacing lizard enters from the east. A black warg enters from the east. R HP:Wounded>w You cannot go that way. R HP:Wounded>You cannot go that way. R HP:Wounded>You cannot go that way. *an Uruk* is leaving north, riding on a black warg. A black, menacing lizard leaves north. A black warg leaves north. R HP:Wounded>You cannot go that way. R HP:Wounded>You cannot go that way. R HP:Wounded>n The Old Forest Road Exits are: E S W The great road becomes wider here, and the generally thick brush to the south of the road thins enough to allow passage. The smell of pine is strong here, but somthing else is in the air. Perhaps the scent of forest denizens, or perhaps somthing worse. *an Uruk* is riding on a black warg. A black, menacing lizard glares at its surroundings. A dark warg stands here, its eyes glowing like a flame. *an Uruk* is leaving south, riding on a black warg. A black, menacing lizard leavesw south. A black warg leaves south. R HP:Wounded>w w w w The Old Forest Road Exits are: E W Here the road continues is winding path through the depths of the wood. Around you the trees change to pine, stretching tall and blotting out most of the sunlight. Just to the east, the thick undergrowth seems to thin out enough to allow passage south. R HP:Wounded>The Old Forest Road Exits are: N E S W The road continues its path through Mirkwood Forest, the forest getting darker and more foreboding to the east and lighter to the west. The sounds of birds and other creatures is starting to lessen, being replaced by an odious silence. w w w R HP:Wounded>Bend in The Old Forest Road Exits are: N E S W The Old Forest Road bends here, turning south to stay in lighter woods. To the east the road continues into Mirkwood forest, the going slowly getting darker. The forest grows on all sides, enveloping the traveller in its grasp. R HP:Wounded>Small Grove Exits are: N E S W There is a small tree grove standing here, a circle of trees surrounded by grass on all sides. There must be a source of water where the trees have grown. To the north and west lie grass, the golden stalks reflecting light as they blow in a soft breeze. To the east and south the Mirkwood Forest stands, the trees standing strong and foreboding. To the south there seems to be a break in the trees, perhaps caused by a road passing through. R HP:Wounded>Light Forest Exits are: N E S W The occasional tree mars the smooth expanse of grass here. To the east the trees begin to slightly thicken. To your south the trees thicken much, but you think you see a line passing through, perhaps the Old Forest Road. The grass slides against the legs as you walk, making a slight rustling. R HP:Wounded>Grasslands Exits are: N E S W Blades of hardy grass blow slightly in the wind and give a slight rustling sound. To the east the first trees of Mirkwood are visible, in that odd transition land between the prairie and the forest. To your west the grasslands roll on over the landscape. R HP:Wounded>The Grasslands Exits are: N E S W Large amounts of grass, feed off the small pond to the north. The grass is about 4 feet tall with small thorns at the end. To the south is the Old Forest Road. The ground is soft here and is pleasant to walk on, making the weary traveler wish to lay down for a break from their travels. R HP:Wounded>The Grasslands Exits are: N E S W Small animals run around in this wild grasslands. Huge grass grows everywhere as weeds fight for survival. To the south and west the Old Forest Road runs. R HP:Wounded> Kulak tells you 'where you go man?'. R HP:Wounded>s w w The Old Forest Road Exits are: N E S W This old road is heavily traveled. It continues to the east and west. Wagon tracks can be seen on the road as many a merchant has traveled around trying to sell his goods. w w w w R HP:Wounded>Bend in the Old Forest Road Exits are: N E S W This dirt and gravel road is worn well, many feet have trod where yours are now. It is wide enough to contain 8 man abreast without any of them going off the road. To the north the road continues. R HP:Wounded>Plains Exits are: N E W To the north and east the Old Forest Road lies. But to the west a small waterhole that is visited by many animals is there. The heat is unbearable in this killer plains. Breathing is like inhaling dust, the air is so dry. R HP:Wounded>Small Waterhole Exits are: N E S W A small pool of water lies here. It must be feed from an underground spring because it never rains here. Many animals crowd around here to get a drink of precious water. R HP:Wounded>Plains Exits are: N E S A small waterhole is located to the east, which surely draws all the animals to it. To the west is an abandoned farmhouse, as if somebody actually tried to live here but failed miserably. R HP:Wounded>You cannot go that way. R HP:Wounded>You cannot go that way. R HP:Wounded>n w w w w Clouds race through the sky above the fields. You feel the time passing by... Plains Exits are: N E S W Looking about for some sign of activity or life hardly anything is seen. Wondering if anything could survive here for a period time and knowing that it is false. The sky is directly overhead, nothing is in the way. A rabbit is hurrying across the way trying to escape your notice. A rabbit is hurrying across the way trying to escape your notice. R HP:Wounded>Plains Exits are: N E W Many animals wander these plains, to them it is there home. To the south an old looking farmhouse rises above all else. The wildlife of the plains areuniformly thin and tough to survive little food and water in the summer and mind-bending cold in the winter. A rabbit is hurrying across the way trying to escape your notice. R HP:Wounded>The Old Forest Road Exits are: N E S W This dirt road is very bumpy and contains many holes. Many pieces of wagons lay strewn about as they have succumbed to the weariness of travel. Bones of some animal are half-buried in the dirt, as somebody had dinner but didn't bury the bones. R HP:Wounded>Rolling Grasslands Exits are: N E S W Small hills dot the landscape as the grasslands roll onward. Large paths lay beaten into the dirt as people from all over travel these lands. Smoke plumes from the plain to the north-east and you wonder what could live there. w R HP:Wounded>Rolling Grasslands Exits are: N E S The grasslands continue but are dotted with large and small hills. To the south the Old Forest Road is found. But to the north a strange looking tent with a small fire lies. *an Uruk* is riding on a black warg. A black, menacing lizard glares at its surroundings. A dark warg stands here, its eyes glowing like a flame. w w R HP:Wounded> *an Uruk* is leaving south, riding on a black warg. A black, menacing lizard leaves south. A black warg leaves south. R HP:Wounded>w You cannot go that way. R HP:Wounded>You cannot go that way. R HP:Wounded>You cannot go that way. R HP:Wounded>You cannot go that way. R HP:Wounded>s The Old Forest Road Exits are: N E S W This road seems to improve its condition as the big holes and bumps disappear. This road continues to the east and the west and is packed hard against the earth, as many a traveller has walked this way. *an Uruk* is riding on a black warg. A black, menacing lizard glares at its surroundings. A dark warg stands here, its eyes glowing like a flame. *an Uruk* attacks YOU! You deflect *an Uruk*'s attack. R HP:Wounded, *an Uruk*:Bruised> *an Uruk* deflects your attack. R HP:Wounded, *an Uruk*:Bruised>s f No way! You're fighting for your life! R HP:Wounded, *an Uruk*:Bruised>A black, menacing lizard heroically rescues *an Uruk*! You flee head over heels. Old Forest Road Exits are: E W The road cuts neatly through the surrounding grass, which stands as high as three feet in some area. To the south, a large farmhouse can be seen, and a ways to the east, a small, abandoned home. The soil in the general area seems to be quite rich, quite suitable for farms, if irrigated properly. R HP:Wounded>w w w w w Old Forest Road Exits are: E S W The road curves slightly, avoiding a large ditch in the surrounding grasslands. It comes appearent that this road has changed much over the centuries, curving, changing to accomidate nature, such as avoiding this large ditch, that couldn't possibly have existed before this road was created. A small, dirt trail leads through the plains to the south. w R HP:Wounded>Old Forest Road Exits are: E W The road smooths a little here, becoming easier to travel. It is quite amazing how this ancient highway has existed for so long, yet is still in decent shape, unlike so many other roads, which wither in less than a few years. The surrounding grasslands R HP:Wounded>Old Forest Road Exits are: E W This rocky, uncomfortable road stretchs far into the distance. As the road slopes upwards slightly, the tops of the tallest trees in Mirkwood come into view, although many miles lie between this place and that evil forest. The surrounding grasslands offer a feeling of comfort, knowing that there are many places in the world of considerably more danger. R HP:Wounded>Old Forest Road Exits are: N E W Long and ancient, this road leads through the depths of Mirkwood, a once peaceful place, now deadlier than a spiders venom. However, here in these vast grassy plains, the world looks quite safe, aside from the wolves that roam the land. R HP:Wounded>The Old Forest Road Exits are: N E S W This road seems to improve its condition as the big holes and bumps disappear. This road continues to the east and the south and is packed hard against the earth, as many a traveller has walked this way. R HP:Wounded>Lowlands Exits are: N E S W The head of a shallow valley sits here, a grass-lined ridge rising to the east and south. To the west, the lowlands wind their way towards the River Anduin, which rushes through its channel southward past the city of Vinyanost. A thin forest can be seen to the northwest. R HP:Wounded>s s The Old Forest Road Exits are: N E S W The road is covered with leaves and other wreckless debris from years of abuse and travel. The debris is scattered about and kicked out of the way as people pass through, leaving thier own garbage behind. The road continues to run east-west. R HP:Wounded>Grasslands Exits are: N E S W Tall grasses wave with the tiniest breeze that blows across this field, sending a shower of pollen and dust into the air when this happens. Bright yellow wildflowers bring color to these golden plains and small shrubs grow here and there. A road can barely be seen cutting through the grass to the north and west. R HP:Wounded>n w w The Old Forest Road Exits are: N E S W The road is covered with leaves and other wreckless debris from years of abuse and travel. The debris is scattered about and kicked out of the way as people pass through, leaving thier own garbage behind. The road continues to run east-west. R HP:Wounded>A Bend in the Old Forest Road Exits are: N E S W The road turns east, curving over the land. To the far east, the dreaded Mirkwood lies, where west, just over the Anduin, the small city of Vinyanost lies, its streets a hopeful sanctuary for those fleeing from the evils that dwell in the Mirkwood. R HP:Wounded>Lowlands Exits are: N E W Sitting higher than the water-filled depression to the north, but lower than the grassy ridge to the north, this area is filled with tall wild grasses and small shrubs. It continues to the east, where running water can be heard in the distance. R HP:Wounded>s e You cannot go that way. s R HP:Wounded>A Bend in the Old Forest Road Exits are: N E S W The road turns east, curving over the land. To the far east, the dreaded Mirkwood lies, where west, just over the Anduin, the small city of Vinyanost lies, its streets a hopeful sanctuary for those fleeing from the evils that dwell in the Mirkwood. R HP:Wounded>The Old Forest Road Exits are: N E S The road continues north and south here, avoiding a large tangle of thorns directly to the west. To the north, it bends east again, heading into the recesses of Mirkwood. To the south, the road bends westward, heading towards the pier, and Vinyanost. R HP:Wounded> *an Uruk* is entering from the south, riding on a black warg. A black, menacing lizard enters from the south. A black warg enters from the south. s R HP:Wounded> *an Uruk* is leaving north, riding on a black warg. A black, menacing lizard leaves north. A black warg leaves north. R HP:Wounded>The Old Forest Road Bends Exits are: N E W Continuing its curving way throughout the land towards Mirkwood, the road again bends north. Following the road to the west brings ones to the pier, in which they may board the ferry and be taken to Vinyanost. R HP:Wounded>s You cannot go that way. w R HP:Wounded>n *an Uruk* is entering from the north, riding on a black warg. A black, menacing lizard enters from the north. A black warg enters from the north. R HP:Wounded>The Old Forest Road Bends Exits are: N E S W Curving east now, the road is stable but not very well planned. To the west is the river Anduin, and then the town of Vinyanost, while the road continues curving through the land to the east. R HP:Wounded>The Old Forest Road Exits are: S W The road bends to the west and south here, continuing its stretch towards the forest of Mirkwood in the east and the Anduin in the west. The wall of thorns strike out and now blocks passage to the north and the east, so the road bends around the barrier. R HP:Wounded> *an Uruk* is entering from the south, riding on a black warg. A black, menacing lizard enters from the south. A black warg enters from the south. R HP:Wounded> *an Uruk* is leaving west, riding on a black warg. A black, menacing lizard leaves west. A black warg leaves west. R HP:Wounded>s The Old Forest Road Bends Exits are: N E S W Curving east now, the road is stable but not very well planned. To the west is the river Anduin, and then the town of Vinyanost, while the road continues curving through the land to the east. s R HP:Wounded>Wetlands Exits are: N W A small hollow here has collected water in a small pool and various forms of thick vegetation grow around the area. The ground rises sharply to the north, where a road can be seen running along the top of a small ridge. Higher ground also sits to the west, covered by fields of tall grasses and wildflowers. R HP:Wounded>w n Lowlands Exits are: N E S W A shallow valley rests quietly here, its basin filled with tall, wild grasses that bend gently in the slightest breeze. Bright yellow flowers grow here and there, visited by small insects that float from bloom to bloom. A small clump of trees grow in a low spot to the south and east, where it appears water has collected and pooled. A thin, gray wolf stalks around in search of prey. A thin, gray wolf stalks around in search of prey. A thin, gray wolf stalks around in search of prey. R HP:Wounded>Grasslands Exits are: N E S W Within a bend in the Old Forest Road, a wide expanse of tall grasses and wildflowers spreads out all around, cut through by the road to the north and east. The land slopes gently to the south, where one can see a low valley resting silently beside the banks of the River Anduin. A small stand of trees grows in a low spot in the distance south of here. R HP:Wounded>n The Old Forest Road Exits are: E S W The road starts out on its eastward trek here. To the north is a thick wall of thorns and brambles; passage that way would certainly be impossible. The road here is dry here, but the lowlands to the south suggest that the area will get damper as one travels south. R HP:Wounded>w w w w *an Uruk* is entering from the west, riding on a black warg. A black, menacing lizard enters from the west. A black warg enters from the west. R HP:Wounded>The Old Forest Road Exits are: E S W The road tapers down to a smaller one here, approaching its westernmost end before the great river. To the west, over the Anduin, the road is called the Eastern Road. This part of the road has seen a lot of travel in its time, and one can clearly see this by how worn and comfortable is it. The areas offside the road are generally lowlands, for this part of the road is very close to the Anduin's shores. R HP:Wounded>Eastern Shallows of the Anduin Exits are: N E S W The great river Anduin blocks passages to the west, but however it seems that here it is shallow enough to ford. To the east lies the Old Forest Road, an ancient path that cuts through the width of Mirkwood Forest. On the other side of the river lies the city of Vinyanost. R HP:Wounded>Can not go there mounted. R HP:Wounded>Can not go there mounted. R HP:Wounded>dm w w w You stop riding a nice pony. A nice pony starts following you. *an Uruk* is entering from the east, riding on a black warg. A black, menacing lizard enters from the east. A black warg enters from the east. w w HP:Wounded>The Old Ford Exits are: N E S W The river is several inches deep, and running rapidly. The current makes moving very difficult, and riding impossible. To the east lies the Old Forest Road, and to the west lies the town known as Vinyanost. HP:Wounded>Middle of the Ford Exits are: N E S W The water is over a foot deep here, and flowing an at extreme pace, making it extremely difficult to move, and impossible to ride. To the east lies the Old Forest Road, and to the west is the settlement of Vinyanost. HP:Wounded>The Old Ford Exits are: N E S W The water is several inches deep, and flowing very fast. The river makes it quite tiring to move, and impossible to ride through. To the west the river shallows as it approaches the banks, and to the east, the water gets even deeper. HP:Wounded>Western Shallows of the Old Ford Exits are: N E S W Here the water is but a few inches deep, and although flowing quite quickly, it proposes no problem. To the west lies a small fort, and then the ruins of Vinyanost, east across the river lies the Old Forest Road. wgg HP:Wounded>The Western Bank of the Old Ford Exits are: E (W) The raging Anduin slows, forming a small ford. To the east, on the other side of the river lies the Old Forest Road, a highway that cuts through the treacherous Mirkwood. To the west lies a small wooden fort. A small lever made of some flimsy metal juts out of a wooden post. HP:Wounded>gg Unrecognized command. HP:Wounded>w You pull at a small metal lever. You hear low rumbling in the distance. The woodendoors opens slowly. HP:Wounded>A Small Guardpost Exits are: E W U This small wooden structure is Vinyanost's first line of defense versus any on coming attacks from Mirkwood. The structure is small and cramped, and serves as the home of those who man it. A large set of wooden doors close the structure off to the east, but it remains open to the west. An experienced member of the guard stands with care, watching the land. An experienced member of the guard stands with care, watching the land. A higher-ranking member of the guard is here, giving orders. HP:Wounded>u The Watchtower Exits are: D Small wooden walls have been raised along side the roof of the Guard Post, which allows this area to be used as a watchtower. To the near east the river Anduin can be seen, and the great forest of Mirkwood can be spied in the distance. To the west, almost the entire city of Vinyanost can be seen. A small lever made of some flimsy metal juts out of a wooden post. An inexperienced guard stands here watching the area nervously. An inexperienced guard stands here watching the area nervously. HP:Wounded>gt me ok You group-say 'me ok' HP:Wounded> Drred narrates, 'where do i go to prac ranger skills at mb?' HP:Wounded>Cast curing You start to concentrate. \ | / - \ | / - \ Ok. You feel yourself becoming healthier. HP:Wounded> Drred narrates, 'from the well' HP:Wounded>sc Kulak tells you 'meet post?'. HP:Wounded>You have 188/468 hit, 60/60 mana, 125/171 moves, 1019 spirit. OB: 103, DB: 36, PB: 85, Speed: 17, Gold: 43, XP Needed: 49K. You are getting hungry. HP:Wounded> You feel the time passing by... HP:Wounded> Zion narrates, 's' HP:Wounded>gt that is where i am You group-say 'that is where i am' HP:Wounded> Sos narrates, 'he moves a bit' HP:Wounded>info You are Resevil Con Obsidian Knight of Gondor!, a good (489) male Dwarf. You have reached level 39. You are level 33 Warrior, 15 Ranger, 6 Mystic, and 0 Mage. You are specialized in wild fighting. You are 86 years old, and have played 24 days and 6 hours. You are 4'0" high, weight 214.0lb and carrying 41.4lb. You have 194/468 hit points, 60/60 mana, 127/171 moves and 1019 spirit. You have 43 gold, 8 silver and 90 copper coins. Your OB is 103, dodge is 36, parry 85, and your attack speed is 17. Your armour absorbs about 0% damage. Your spiritual perception is 42%, willpower: 21, Your skill encumbrance is 6, and your movement is encumbered by 0. (1)You move easily indeed. You have scored 2350170 exp, and need 49830 more to advance. Strength: 19/19, Intelligence: 13/13, Will: 15/15, Dexterity: 14/14 Constitution: 19/19, Learning Ability: 13/13. You are standing. You are affected by: curing saturation (fast-acting) insight (long) anger (medium) HP:Wounded> Drred narrates, 'ok cool' HP:Wounded>sc You have 196/468 hit, 60/60 mana, 131/171 moves, 1019 spirit. OB: 103, DB: 36, PB: 85, Speed: 17, Gold: 43, XP Needed: 49K. You are getting hungry. You are getting thirsty. HP:Wounded> Ducktress narrates, 'look for green-clad man' drin skin HP:Wounded>You drink the water. HP:Wounded>drin skin You drink the water. You don't feel thirsty any more. HP:Wounded> Drred narrates, 'ok' HP:Wounded>get elven pack You don't have a pack. HP:Wounded>get elven sack You get some elven waybread from a large sack. HP:Wounded>eat elben You don't seem to have any. HP:Wounded>eat elven You eat some elven waybread. You are full. HP:Wounded>tell kulak more than one...one is ambusher You tell Kulak 'more than one...one is ambusher' sc HP:Wounded> Dmx narrates, 'hey all' HP:Wounded>You have 207/468 hit, 60/60 mana, 141/171 moves, 1019 spirit. OB: 103, DB: 36, PB: 85, Speed: 17, Gold: 43, XP Needed: 49K. HP:Wounded> You feel the time passing by... HP:Wounded> Gauntlet chats, 'Hello DMX.' HP:Wounded>who Players ------- [ 20 Hum] Dmx the Rappin' Assasin of Arkia. [ 16 Hum] Zion the Human [ 4 Dwf] Drred the Dwarf [ 16 WdE] Ducktress the Wood Elf [ 1 Hum] Sos the Human [ Maia ] Mahal remembers. [--- Hum] Adeline the Human (deaf) [ 1 Hum] TheCloud the Human [ 29 Dwf] Quelude Ethylnye Black Arbitrator of Gondor! [ 25 WdE] Mysa the Mystical Guardian of Saruman the White [--- Hob] Kulak Obsidian Assassin of Gondor! [G.Arata] Zenith - Respect Resides only in Recognition (retired) [--- Dwf] Gamling the Dwarf (linkless) [ 39 Dwf] Resevil Con Obsidian Knight of Gondor! [G. Maia] Iadin Iaurgor, Zombie King of all Social Retards [ 4 Dwf] Gauntlet the Dwarf [G. Maia] Huan sings ''ZARK ZARK HE'S OUR MAN, IF HE CAN'T DO IT NOONE CAN!'. (linkless) (AFK) [ Arata ] El the Instigating Diplomat, is listening once again. (AFK) 18 characters displayed. HP:Wounded> Dmx narrates, 'anything up?' HP:Wounded>sc You have 213/468 hit, 60/60 mana, 148/171 moves, 1019 spirit. OB: 103, DB: 36, PB: 85, Speed: 17, Gold: 43, XP Needed: 49K. HP:Hurt>d A Small Guardpost Exits are: E W U This small wooden structure is Vinyanost's first line of defense versus any on coming attacks from Mirkwood. The structure is small and cramped, and serves as the home of those who man it. A large set of wooden doors close the structure off to the east, but it remains open to the west. An experienced member of the guard stands with care, watching the land. An experienced member of the guard stands with care, watching the land. A higher-ranking member of the guard is here, giving orders. HP:Hurt>ri w w w A nice pony stops following you. You mount a nice pony and start riding him. w R HP:Hurt> The woodendoors closes slowly. R HP:Hurt>w w Before the Destroyed Gate of Vinyanost Exits are: N E S W This wide stone road leads directly from the eastern gate of Vinyanost to The once beautifully stoned road that led into Vinyanost from the quay is crumbled and lies utterly in ruin, trampled by the heavy stone boots of the Uruk-Hai warriors. The ruin of Vinyanost is total, as no building was left unmarred by the evil hand of the Shadow. w R HP:Hurt>Destroyed Post at the East Gate Exits are: E W The guards who once bravely defended Vinyanost's eastern gate have been slaughtered. The gate lies in ill repair, shattered from it's hinges and lying broken on the ground. Pools of blood soak into the sand, making it impossible to enter or exit the gate without stepping in the blood of a fallen warrior. The raped shambles of Vinyanost were wrought through this once powerful eastern front. The spirit of a Vinyanost gateguard floats here. The spirit of a Vinw yanost gateguard floats here. R HP:Hurt>A Cracked Road Exits are: E S W Here the primary route through the city ruins leads off towards the place where the eastern gates once stood. The stone streed here was crafted better than elsewhere and has stood the test of time and invasion gaining little but signs of wear. If one were to follow it long enough this road could take a traveller all the way to mirkwood. A small dog is running around here. w w R HP:Hurt>A Cracked Road Exits are: N E S W Once people hurried in droves to and fro along this road, doing what buisness they had while a busy market filled the air with noise. To the west the old fountain square once proved water for the people of the city but now all is silent and still. The spirit of a tall strong guard is floating here. The spirit of a Vinyanost guard is floating here. w R HP:Hurt>Ruined Central Square Exits are: N E W What was once the central square of Vinyanost now lies in ruin. The ground is littered with stone and rubble from surrounding buildings. The old fountain is cracked and its contents look contaminated. Not a sound can be heard except for the occasional rustling of the wind. A fountain is here, cracked and scarred. A small dog is running around here. The spirit of a former Vinyanost citizen is floating here. w w R HP:Hurt>Cracked Road Exits are: N E W Weeds and insects infest this broken street. Green grass reaches up around the uneven cobblestones. To the east the remains of what might have been a fountain is visible. The burnt out remains of many buildings surround this place, testament to the city that once was. The spirit of an elite Vinyanost guard floats here, keeping watch. w R HP:Hurt>Cracked Road Exits are: E S W Here once the main path through Vinyanost neared the western gates. Alas when Vinyanost was fair the road was cobbled but smooth and well kept while in these later days it has fallen quickly into disrepair. Where stout guards once walked the streets now only blackened bits of ruin and the memories of what lived here once remain. The spirit of a little girl floats here, crying for her parents. R HP:Hurt>Western Edge of the Vinyanost Ruins Exits are: E W A scene of devastation stretched out from the remnants of the west gate, out to the river to the east. Fire-blackened bricks rise out of the ruins of the old town of Vinyanost, the almost complete destruction testament to the ferocity of the uruk raid which destroyed the town. The west gate, which once stood as the ultimate symbol of strength against the wilds, is now reduced to a series of fire-warped iron bars, twisted and destroyed. The spirit of a Vinyanost gateguard floats here. The spirit of a gatekeeper is floating beside the broken gate. The spirit of an elite Vinyanost guard floats here, keeping watch. R HP:Hurt>Before the Smoking Ruins of Vinyanost Exits are: N E W The Eastern Road approaches the ruins of Vinyanost here. The remnants of the western gate lies across the road, and the charred ruins stretch out to the river where a proud and thriving community once stood. The Eastern road heads out to the west to the High Pass, running through the Misties on the edge of the horizon. R HP:Hurt>Road to the Gates of Vinyanost Exits are: N E W The road begins to incline slightly as it approaches the outskirts of Vinyanost. The sides of the road here are adorned with large oak trees, planted to overhang the road and provide shade to travelers. Above in the branches, the nesting places of the various denizens of the trees can be found. R HP:Hurt>Eastern Road towards Vinyanost Exits are: N E W Cleaving eastwards through the wilds, the Eastern Road now leads up towards the fort city of Vinyanost. The land starts to incline as one travels to the east, but only a bit. Large trees grow near the sides of the road, to provide shade, but beyond the trees to the north one can see that most has been cleared out to provide wood for the fort town. R HP:Hurt>The Eastern Road Exits are: N E W Running straight through here, the Eastern Road ceases its turning and bending through the wilderness as it approaches the fort town of Vinyanost to the east. The road is in nice condition this close to the city. To the north a large area of cleared out tries is found. In the south one can spot some rocky hills amongst the plains and forest. R HP:Hurt>The Eastern Road Exits are: N E S W The eastern road runs straight here, making its way towards Vinyanost. To the east and west the road stretches out of sight, a smooth even path cut through the surrounding plains and forests.. To the south, in the distance, you can see some large stone covered hills rise up from the plains. R HP:Hurt>The Eastern Road Exits are: N E S W The road runs smooth and even here across the often rough and broken landscape. East and west the road runs, travelling ever towards Vinyanost. The fortunate traveler has no troubles on this road, save the occasional denizen of the forest looking for a meal. A rooster pheasant is sitting here. A pale eyed wolf gazes at you hungrily. R HP:Hurt>w w w w The Eastern Road Exits are: E S W The road continues east and west here, as it passes through the sparse woods and plains of the land about you. The trees on either side of the road thicken as you travel westwards. Far to the east, the walls of Vinyanost can be seen. R HP:Hurt>The Eastern Road Exits are: E S W The Eastern Road continues its steady course both to and from the now not distant gates of Vinyanost. Above and to the north and south the surrounding woods close in, leaving only the well worn road to travel. To the east the trees seem to give way somewhat at the sides of the road. R HP:Hurt>Road Through the Forest Exits are: N E W The road here draws to a sharp bend just to the west, and begins to narrow some as it goes farther from civilization. The trees surrounding the road change from birch to oak, and the path darkens below their broad leaves and branches. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. R HP:Hurt>A Bend in the Eastern Road Exits are: E S W The road bends gently southwards here as it snakes about among the larger trees and boulders on its edges. Though not thickly wooded the trees around you make passage off the road a poor option. In the distance, beyond the trees, one can see a broad and rolling plain. R HP:Hurt>s w w w Bend in the Eastern Road Exits are: N S W The road here bends north and west. At the sides and above the trees begin to thicken and make passage difficult. Just around the bend, the road seems to become more even and smoother to travel. Perhaps you are finally nearing civilization. w R HP:Hurt>The Eastern Road Exits are: N E S W The Eastern Road begins to rise as one travels westwards, or lower if any headed east. Far to the west, the land becomes more broken with large kills and valleys twisting the level plains about them. Here the road is rough but passable. R HP:Hurt>Rising Road Exits are: N E W The Eastern Road begins to rise as one travels westwards, or lower for any headed east. Far to the west, the land becomes more broken with large hills and valleys twisting the level plains about them. There is a light forest to the south of here, and you can see that the road drops into a bowl-shaped valley to the west. R HP:Hurt>The Eastern Road Exits are: N E W The Eastern Road begins to rise as one travels westwards, or lower for any headed east. Far to the west, the land becomes more broken with a large hills and valleys twisting the level plains about them. There is a light forest to the south of here, and you can see that the road drops into a bowl-shaped valley to the west. R HP:Hurt>The Eastern Road Exits are: N E W The road climbs higher here, almost to the valley. You can see a light forest to the south, and the valley spreads out to the west. The road is rather dusty here, with small puffs of dirt going up with every step of the travellers foot. R HP:Hurt>w w The Eastern Road Exits are: E D The road travels downhill into a large bowl-shaped valley. You can see the entire valley from here, from the road down there that stretches across the south of the valley to the large manor under a very large rock outcropping in the north of the valley. R HP:Hurt>You cannot go that way. R HP:Hurt>d The Eastern Road in a Deep Valley Exits are: N W U The old and narrow road here leads westwards into the center of the odd valley and upwards, winding the steep valleyside. North of here you see the valley wall bend slowly westwards, as it does to the south. The road is bordered on both sides by a rocky, barren but rolling plain. No vegetation at all is visible from here. R HP:Hurt> Kulak chats, 'three uruks total' R HP:Hurt>gather healing | / - \ | / - \ | / - \ | / - \ | / - \ | / - Kulak chats, 'one sneaker' \ You look around, and manage to find some healing herbs. R HP:Hurt>gt becareful mate You group-say 'becareful mate' R HP:Hurt>e You cannot go that way. R HP:Hurt>s You cannot go that way. R HP:Hurt>n Along the Eastern Valley Wall Exits are: N S W You stand on a barren plain, with the sheer valley wall to the east of here. There are no visible signs of plant-life, neither do you hear any birds or other animals. Far to the north-west of here you see a huge building wrapped in shadow, and south of here you make out the flat pavement of the Eastern Road. West of here the plain continues towards the distant opposite end of the valley. A little grey mouse skitters about here. s R HP:Hurt>u The Eastern Road in a Deep Valley Exits are: N W U The old and narrow road here leads westwards into the center of the odd valley and upwards, winding the steep valleyside. North of here you see the valley wall bend slowly westwards, as it does to the south. The road is bordered on both sides by a rocky, barren but rolling plain. No vegetation at all is visible from here. e R HP:Hurt> Kulak group-says 'i post' R HP:Hurt>The Eastern Road Exits are: E D The road travels downhill into a large bowl-shaped valley. You can see the entire valley from here, from the road down there that stretches across the south of the valley to the large manor under a very large rock outcropping in the north of the valley. R HP:Hurt>n The Eastern Road Exits are: N E W The road climbs higher here, almost to the valley. You can see a light forest to the south, and the valley spreads out to the west. The road is rather dusty here, with small puffs of dirt going up with every step of the travellers foot. R HP:Hurt>Sloping Hillside Exits are: N E S The soft grass beneath your feet follows the contour of the hillside gently upwards to the north. The ground itself is soft and dry, providing a good home for many a small burrowing animal. The air here is sweet with the scent of flowers somewhere in the distance. This place has provided a good resting place for many a weary traveler. e R HP:Hurt>e e A Grass Covered Clearing Exits are: N E S W Situated just north of the famed eastern road, this broad grass clearing lies at the base of a small group of green hills. The clearing is edged by the great road to the south, hills to the west, and ringed by a path curving northwest about it. Beyond the borders, you can see the beginnings of a stand of trees, some taller than any building in Vinyanost. e R HP:Hurt>e e A Trailhead Exits are: N E S W Here begins a smooth and well cared for trail, curving westwards in the distance. The ground is smooth and free of stones, while the edges of this path are lined with large grey rocks. The path is often maintained and used, as no weeds or grass grows upon it. e R HP:Hurt>Tall Grass Exits are: N E S W The tall green stands of grass that surround you block off almost all view of the eastern road just to the south. The way is difficult as in places the plants are so thick as to be impassable without cutting them down. Above the whispers of the grass you can hear water running to the north. A rooster pheasant is sitting here. R HP:Hurt>A Bend in the Eastern Road Exits are: E S W The road bends gently southwards here as it snakes about among the larger trees and boulders on its edges. Though not thickly wooded the trees around you make passage off the road a poor option. In the distance, beyond the trees, one can see a broad and rolling plain. R HP:Hurt>Road Through the Forest Exits are: N E W The road here draws to a sharp bend just to the west, and begins to narrow some as it goes farther from civilization. The trees surrounding the road change from birch to oak, and the path darkens below their broad leaves and branches. A young highwayman approaches you, a grin on his face. A young highwayman approaches you, a grin on his face. R HP:Hurt>The Eastern Road Exits are: E S W The Eastern Road continues its steady course both to and from the now not distant gates of Vinyanost. Above and to the north and south the surrounding woods close in, leaving only the well worn road to travel. To the east the trees seem to give way somewhat at the sides of the road. R HP:Hurt>The Eastern Road Exits are: E S W The road continues east and west here, as it passes through the sparse woods and plains of the land about you. The trees on either side of the road thicken as you travel westwards. Far to the east, the walls of Vinyanost can be seen. R HP:Hurt>e e e The Eastern Road Exits are: N E S W The road runs smooth and even here across the often rough and broken landscape. East and west the road runs, travelling ever towards Vinyanost. The fortunate traveler has no troubles on this road, save the occasional denizen of the forest looking for a meal. A rooster pheasant is sitting here. A pale eyed wolf gazes at you hungrily. R HP:Hurt>The Eastern Road Exits are: N E S W The eastern road runs straight here, making its way towards Vinyanost. To the east and west the road stretches out of sight, a smooth even path cut through the surrounding plains and forests.. To the south, in the distance, you can see some large stone covered hills rise up from the plains. R HP:Hurt>Kulak chats, 'one mimic' The Eastern Road Exits are: N E W Running straight through here, the Eastern Road ceases its turning and bending through the wilderness as it approaches the fort town of Vinyanost to the east. The road is in nice condition this close to the city. To the north a large area of cleared out tries is found. In the south one can spot some rocky hills amongst the plains and forest. R HP:Hurt>gt me gathering You group-say 'me gathering' R HP:Hurt>e Eastern Road towards Vinyanost Exits are: N E W Cleaving eastwards through the wilds, the Eastern Road now leads up towards the fort city of Vinyanost. The land starts to incline as one travels to the east, but only a bit. Large trees grow near the sides of the road, to provide shade, but beyond the trees to the north one can see that most has been cleared out to provide wood for the fort town. e R HP:Hurt>e Road to the Gates of Vinyanost Exits are: N E W The road begins to incline slightly as it approaches the outskirts of Vinyanost. The sides of the road here are adorned with large oak trees, planted to overhang the road and provide shade to travelers. Above in the branches, the nesting places of the various denizens of the trees can be found. R HP:Hurt>Before the Smoking Ruins of Vinyanost Exits are: N E W The Eastern Road approaches the ruins of Vinyanost here. The remnants of the western gate lies across the road, and the charred ruins stretch out to the river where a proud and thriving community once stood. The Eastern road heads out to the west to the High Pass, running through the Misties on the edge of the horizon. e R HP:Hurt>The dark cloudy sky makes it difficult to see far down the road. You feel the time passing by... Western Edge of the Vinyanost Ruins Exits are: E W A scene of devastation stretched out from the remnants of the west gate, out to the river to the east. Fire-blackened bricks rise out of the ruins of the old town of Vinyanost, the almost complete destruction testament to the ferocity of the uruk raid which destroyed the town. The west gate, which once stood as the ultimate symbol of strength against the wilds, is now reduced to a series of fire-warped iron bars, twisted and destroyed. The spirit of a Vinyanost gateguard floats here. The spirit of a gatekeeper is floating beside the broken gate. R HP:Hurt>e Cracked Road Exits are: E S W Here once the main path through Vinyanost neared the western gates. Alas when Vinyanost was fair the road was cobbled but smooth and well kept while in these later days it has fallen quickly into disrepair. Where stout guards once walked the streets now only blackened bits of ruin and the memories of what lived here once remain. The spirit of a little girl floats here, crying for her parents. R HP:Hurt>e Cracked Road Exits are: N E W Weeds and insects infest this broken street. Green grass reaches up around the uneven cobblestones. To the east the remains of what might have been a fountain is visible. The burnt out remains of many buildings surround this place, testament to the city that once was. R HP:Hurt>e Ruined Central Square Exits are: N E W What was once the central square of Vinyanost now lies in ruin. The ground is littered with stone and rubble from surrounding buildings. The old fountain is cracked and its contents look contaminated. Not a sound can be heard except for the occasional rustling of the wind. A fountain is here, cracked and scarred. A small dog is running around here. R HP:Hurt>e A Cracked Road Exits are: N E S W Once people hurried in droves to and fro along this road, doing what buisness they had while a busy market filled the air with noise. To the west the old fountain square once proved water for the people of the city but now all is silent and still. The spirit of a little girl floats here, crying for her parents. R HP:Hurt>e e e Kulak group-says 'cool beans...i be waiting at post' A Cracked Road Exits are: E S W Here the primary route through the city ruins leads off towards the place where the eastern gates once stood. The stone streed here was crafted better than elsewhere and has stood the test of time and invasion gaining little but signs of wear. If one were to follow it long enough this road could take a traveller all the way to mirkwood. A small dog is running around here. R HP:Hurt>Destroyed Post at the East Gate Exits are: E W The guards who once bravely defended Vinyanost's eastern gate have been slaughtered. The gate lies in ill repair, shattered from it's hinges and lying broken on the ground. Pools of blood soak into the sand, making it impossible to enter or exit the gate without stepping in the blood of a fallen warrior. The raped shambles of Vinyanost were wrought through this once powerful eastern front. The spirit of a Vinyanost gateguard floats here. R HP:Hurt>Before the Destroyed Gate of Vinyanost Exits are: N E S W This wide stone road leads directly from the eastern gate of Vinyanost to The once beautifully stoned road that led into Vinyanost from the quay is crumbled and lies utterly in ruin, trampled by the heavy stone boots of the Uruk-Hai warriors. The ruin of Vinyanost is total, as no building was left unmarred by the evil hand of the Shadow. R HP:Hurt>dm e You stop riding a nice pony. A nice pony starts following you. HP:Hurt>A Small Guardpost Exits are: (E) W U This small wooden structure is Vinyanost's first line of defense versus any on coming attacks from Mirkwood. The structure is small and cramped, and serves as the home of those who man it. A large set of wooden doors close the structure off to the east, but it remains open to the west. An experienced member of the guard stands with care, watching the land. An experienced member of the guard stands with care, watching the land. A higher-ranking member of the guard is here, giving orders. HP:Hurt>l A Small Guardpost Exits are: (E) W U This small wooden structure is Vinyanost's first line of defense versus any on coming attacks from Mirkwood. The structure is small and cramped, and serves as the home of those who man it. A large set of wooden doors close the structure off to the east, but it remains open to the west. An experienced member of the guard stands with care, watching the land. An experienced member of the guard stands with care, watching the land. A higher-ranking member of the guard is here, giving orders. A friendly little pony is here, looking well-groomed and happy. HP:Hurt>u The Watchtower Exits are: D Small wooden walls have been raised along side the roof of the Guard Post, which allows this area to be used as a watchtower. To the near east the river Anduin can be seen, and the great forest of Mirkwood can be spied in the distance. To the west, almost the entire city of Vinyanost can be seen. A small lever made of some flimsy metal juts out of a wooden post. An inexperienced guard stands here watching the area nervously. An inexperienced guard stands here watching the area nervously. Kulak Obsidian Assassin of Gondor! is standing here. A stout little mule with droopy eyes stands here. HP:Hurt>bow You bow deeply. HP:Hurt>examine e Kulak bows before you. To the east you see: The Western Bank of the Old Ford Exits are: E (W) The raging Anduin slows, forming a small ford. To the east, on the other side of the river lies the Old Forest Road, a highway that cuts through the treacherous Mirkwood. To the west lies a small wooden fort. A small lever made of some flimsy metal juts out of a wooden post. HP:Hurt>sc You have 279/468 hit, 60/60 mana, 101/171 moves, 1019 spirit. OB: 103, DB: 36, PB: 85, Speed: 17, Gold: 43, XP Needed: 49K. HP:Hurt> Kulak says 'we were kicking some ass' HP:Hurt> Kulak grins evilly. HP:Hurt> Dmx enters from below. A horse enters from below. HP:Hurt> Kulak bows before Dmx. HP:Hurt>say they chased my ass... You say 'they chased my ass...' HP:Hurt> Kulak nods solemnly. HP:Hurt> Dmx looks at you. HP:Hurt> Kulak says 'why did you leave?' HP:Hurt>say thank god i have a fast ass machine You say 'thank god i have a fast ass machine' HP:Hurt> Kulak nods solemnly. HP:Hurt> Kulak says 'i mean to begin with' HP:Hurt> You feel the time passing by... Saving Resevil. HP:Hurt> Dmx leaves down. A horse leaves down. HP:Hurt> Kulak goes away from keyboard. HP:Hurt>emote kisses his 700hrz proc...and 256mb of ram Resevil kisses his 700hrz proc...and 256mb of ram HP:Hurt>