********* Brell Kills DondE! ************** Small Clearing Before a Rocky Outcrop Exits are: N S W To the south and east, an outcrop of rock makes it impossible to move any further in those directions. The rock is black, but is mostly covered in thick moss, dripping with moisture. Ferns grow obstinately in the few cracks, and ivy grows, covering both moss and ferns in its deathly embrace. A rusty metal lever is here, poking through the thick ivy on the rock. Vegeta is riding on a horse. Vexed is entering from the west, riding on a mule. MV:Weary> Vegeta searches the ground for tracks. MV:Weary>sc You have 272/272 hit, 61/61 stamina, 46/136 moves, 1969 spirit. OB: 111, DB: 26, PB: 43, Speed: 15, Gold: 130, XP Needed: 1K. rid MV:Weary>A horse stops following you. You mount a horse and start riding him. R MV:Weary>smirk You smirk. sigh R MV:Weary>Vegeta stops riding a horse. A horse now follows Vegeta. You sigh. R MV:Weary>sc Clouds can be seen above in the sky. You have 272/272 hit, 61/61 stamina, 54/136 moves, 1969 spirit. OB: 111, DB: 26, PB: 43, Speed: 15, Gold: 130, XP Needed: 1K. R MV:Weary> Vegeta begins quietly muttering some strange, powerful words. R MV:Weary>dm You stop riding a horse. A horse starts following you. > Vegeta utters a strange command, 'locate living' >sc Vexed says 'dism' >You have 272/272 hit, 61/61 stamina, 58/136 moves, 1969 spirit. OB: 111, DB: 26, PB: 43, Speed: 15, Gold: 130, XP Needed: 1K. > Vegeta sinks deeply into thought, but seems to be a little lost. > Vexed says 'err..excuse that' > Vexed stops riding a mule. A mule now follows Vexed. >say i LOW on moves You say 'i LOW on moves' >sc You have 272/272 hit, 61/61 stamina, 68/136 moves, 1969 spirit. OB: 111, DB: 26, PB: 43, Speed: 15, Gold: 130, XP Needed: 1K. *an Uruk* is entering from the north, riding on a black warg. *an Orc* is entering from the north, riding on a black warg. *an Orc* is entering from the north, riding on a black warg. *an Orc* is entering from the north, riding on a black warg. *an Orc* is entering from the north, riding on a black warg. > Vegeta says 'rest' > Vegeta attacks *an Orc*! Vegeta misses *an Orc*'s left leg with his slash. a > Vegeta distracts *an Orc* into missing him. >You join the fight! You attack *an Orc*! You slash *an Orc*'s right arm. b HP:Healthy, Vegeta:Healthy, *an Orc*:Scratched> Vegeta begins quietly muttering some strange, powerful words. HP:Healthy, Vegeta:Healthy, *an Orc*:Scratched>*an Uruk* is leaving north, riding on a black warg. *an Orc* is leaving north, riding on a black warg. *an Orc* is leaving north, riding on a black warg. *an Orc* is leaving north, riding on a black warg. / - \ | Vexed assists Vegeta. Vexed attacks *an Orc*! Vexed deeply wounds *an Orc*'s left hand with his cleave. *an Uruk* is entering from the north, riding on a black warg. *an Orc* is entering from the north, riding on a black warg. *an Orc* is entering from the north, riding on a black warg. *an Orc* is entering from the north, riding on a black warg. / Vegeta dodges *an Orc*'s attack. - Vegeta utters a strange command, 'confuse' \ *an Uruk* attacks Vexed! *an Uruk* lightly slashes Vexed's right hand. | / - \ Your bash at *an Orc* sends him sprawling. *an Orc* assists *an Uruk*. *an Orc* attacks Vexed! *an Orc* flails Vexed's body hard. HP:Healthy, Vegeta:Healthy, *an Orc*:Bruised> Vegeta begins quietly muttering some strange, powerful words. *an Uruk* begins quietly muttering some strange, powerful words. HP:Healthy, Vegeta:Healthy, *an Orc*:Bruised> *an Orc* issues an order. *an Orc* assists *an Orc*. *an Orc* attacks Vexed! *an Orc* cleaves Vexed's body very hard. *an Orc* assists *an Orc*. *an Orc* attacks Vexed! *an Orc* cleaves Vexed's left arm very hard. b HP:Healthy, Vegeta:Healthy, *an Orc*:Bruised>Your victim is already bashed! cf HP:Healthy, Vegeta:Healthy, *an Orc*:Bruised>You start to concentrate. - \ *an Orc* deflects Vexed's attack. Vegeta utters a strange command, 'chill ray' Vegeta's chill ray strikes *an Orc*, who shudders upon impact. | Vegeta barely slashes *an Orc*'s right arm. *an Uruk* utters a strange command, 'poison' *an Uruk* begins quietly muttering some strange, powerful words. / - *an Orc* discovers a weakness in Vexed's defense! *an Orc* flails Vexed's right hand very hard. \ *an Orc* issues an order. Ok. *an Orc* appears to be confused! HP:Healthy, Vegeta:Healthy, *an Orc*:Bruised>cp *an Uruk* utters a strange command, 'fear' HP:Healthy, Vegeta:Healthy, *an Orc*:Bruised> *an Orc* resists a lot. You slash *an Orc*'s left arm. *an Orc* has recovered from a bash! *an Orc* panics, and attempts to flee! *an Orc* flees head over heals! *an Orc* is leaving north, riding on a black warg. >You start to concentrate. \ | Vexed deflects *an Uruk*'s attack. / - *an Orc* discovers a weakness in Vexed's defense! *an Orc* flails Vexed's right arm extremely hard. \ *an Orc* sends Vexed sprawling with a powerful bash. | Vegeta attacks *an Orc*! *an Orc* deflects Vegeta's attack. / - *an Orc* cleaves Vexed's left leg extremely hard. *an Orc* cleaves Vexed's body very hard. *an Uruk* begins quietly muttering some strange, powerful words. a \ *an Orc* issues an order. You lost your concentration! >b Vegeta begins quietly muttering some strange, powerful words. You join the fight! You attack *an Orc*! HP:Healthy, Vexed:Hurt, *an Orc*:Healthy> / *an Uruk* utters a strange command, 'fear' - *an Orc* discovers a weakness in Vexed's defense! *an Orc* flails Vexed's body extremely hard. \ *an Orc* issues an order. | *an Uruk* lightly slashes Vexed's left arm. / Vegeta utters a strange command, 'confuse' - Vegeta begins quietly muttering some strange, powerful words. \ *an Orc* cleaves Vexed's head very hard. *an Orc* cleaves Vexed's right hand very hard. | *an Orc* issues an order. *an Orc* kicks Vexed in the groin! What a low blow.... *an Orc* kicks Vexed in the groin! What a low blow.... / - \ Vexed has recovered from a bash! Vexed panics, and attempts to flee! Vexed flees head over heals! Vexed leaves north. A mule leaves north. Your bash at *an Orc* sends him sprawling. HP:Healthy, Vegeta:Healthy, *an Orc*:Scratched>cf You start to concentrate. - *an Orc* issues an order. \ | / Vegeta utters a strange command, 'firebolt' A firebolt sent by Vegeta scorches *an Orc*'s body. Vegeta begins quietly muttering some strange, powerful words. - \ Ok. *an Orc* appears to be confused! HP:Healthy, Vegeta:Healthy, *an Orc*:Hurt> Vexed enters from the north. A mule enters from the north. HP:Healthy, Vegeta:Healthy, *an Orc*:Hurt> *an Uruk* attacks YOU! You deflect *an Uruk*'s attack. HP:Healthy, Vegeta:Healthy, *an Orc*:Hurt> *an Orc* has recovered from a bash! HP:Healthy, Vegeta:Healthy, *an Orc*:Hurt> You slash *an Orc*'s body extremely hard. HP:Healthy, Vegeta:Healthy, *an Orc*:Wounded> Vegeta utters a strange command, 'firebolt' A firebolt sent by Vegeta scorches *an Orc*'s body. Vegeta begins quietly muttering some strange, powerful words. HP:Healthy, Vegeta:Healthy, *an Orc*:Bloodied> *an Uruk* begins quietly muttering some strange, powerful words. HP:Healthy, Vegeta:Healthy, *an Orc*:Bloodied> Vegeta dodges *an Orc*'s attack. HP:Healthy, Vegeta:Healthy, *an Orc*:Bloodied> *an Orc* attacks YOU! *an Orc* flails your right leg. HP:Scratched, Vegeta:Healthy, *an Orc*:Bloodied> *an Uruk* utters a strange command, 'fear' *an Orc* issues an order. *an Orc* assists *an Orc*. *an Orc* attacks YOU! You deflect *an Orc*'s attack. HP:Scratched, Vegeta:Healthy, *an Orc*:Bloodied> You deflect *an Uruk*'s attack. You slash *an Orc*'s left hand extremely hard. *an Orc* is dead! R.I.P. You receive your share of experience -- 114 points. *an Orc* stops riding a black warg. An orc berserker issues a throaty war cry and charges before his wounds proove too fatal. An orc berserker stops following *an Orc*. An orc berserker leaves the group of *an Orc*. You turn to face your next enemy. HP:Scratched, *an Orc*:Healthy>ga *an Orc* is entering from the north, riding on a black warg. HP:Scratched, *an Orc*:Healthy>You can't find any coinss in the slashed corpse of an orc berserker. HP:Scratched, *an Orc*:Healthy>b *an Orc* gets a large, reinforced halberd from the slashed corpse of an orc berserker. *an Orc* gets a black, heavy scourge from the slashed corpse of an orc berserker. *an Orc* gets a war axe from the slashed corpse of an orc berserker. *an Orc* gets a heavy, iron spear from the slashed corpse of an orc berserker. HP:Scratched, *an Orc*:Healthy>*an Orc* discovers a weakness in your defense! *an Orc* flails your left arm. You deflect *an Uruk*'s attack. *an Orc* assists *an Uruk*. *an Orc* attacks YOU! You evade *an Orc*'s attack. / - *an Uruk* begins quietly muttering some strange, powerful words. \ *an Orc* cleaves your right arm hard. | / Vegeta attacks *an Orc*! Vegeta slashes *an Orc*'s body. - \ Vexed assists Vegeta. Vexed attacks *an Orc*! Vexed severely wounds *an Orc*'s body with his cleave! | Vegeta begins quietly muttering some strange, powerful words. / *an Uruk* utters a strange command, 'fear' - \ *an Orc* flails your head. Your bash at *an Orc* sends him sprawling. HP:Bruised, *an Orc*:Scratched> You dodge *an Orc*'s attack. HP:Bruised, *an Orc*:Scratched>cf *an Uruk* lightly slashes your body. HP:Bruised, *an Orc*:Scratched>You start to concentrate. - Vegeta utters a strange command, 'chill ray' Vegeta's chill ray strikes *an Orc*, who shudders upon impact. \ | / - \ Vegeta begins quietly muttering some strange, powerful words. Ok. *an Orc* appears to be confused! HP:Bruised, *an Orc*:Scratched> You dodge *an Orc*'s attack. *an Uruk* lightly slashes your left hand. HP:Bruised, *an Orc*:Scratched> You deeply wound *an Orc*'s head with your slash. *an Uruk* begins quietly muttering some strange, powerful words. HP:Bruised, *an Orc*:Hurt> *an Orc* has recovered from a bash! HP:Bruised, *an Orc*:Hurt>b *an Orc* discovers a weakness in your defense! *an Orc* flails your body hard. HP:Bruised, *an Orc*:Hurt> You dodge *an Orc*'s attack. Vexed sends *an Orc* sprawling with a powerful bash. Vegeta utters a strange command, 'chill ray' Vegeta's chill ray strikes *an Orc*, who shudders upon impact. *an Uruk* utters a strange command, 'fear' Vegeta begins quietly muttering some strange, powerful words. HP:Bruised, *an Orc*:Hurt> / - You dodge *an Orc*'s attack. \ | Vexed deeply wounds *an Orc*'s left arm with his cleave. / - \ *an Uruk* lightly slashes your right leg. *an Orc* stops using a metal breastplate. *an Orc* stops using a metal helmet. *an Orc* stops using a heavy pair of metal leg plates. *an Orc* stops using a heavy pair of metal arm braces. | Vegeta utters a strange command, 'poison' Vegeta poisons *an Orc*! / *an Orc* stops using a shadowy blade. - *an Orc* wields a two-handed sword. \ *an Orc* stops using a wooden tower shield. Vegeta begins quietly muttering some strange, powerful words. Your bash at *an Orc* sends him sprawling. *an Orc* takes his weapon with both hands. HP:Bruised, *an Orc*:Hurt> *an Orc* slashes your right hand. HP:Bruised, *an Orc*:Hurt> You deflect *an Uruk*'s attack. HP:Bruised, *an Orc*:Hurt> You deeply wound *an Orc*'s head with your slash. *an Orc* has recovered from a bash! HP:Bruised, *an Orc*:Wounded> Vegeta utters a strange command, 'chill ray' Vegeta begins quietly muttering some strange, powerful words. HP:Bruised, *an Orc*:Wounded> Vexed rushes forward wildly. Vexed deeply wounds *an Orc*'s body with his cleave. HP:Bruised, *an Orc*:Wounded> You resist a lot. *an Uruk* barely slashes your right arm. HP:Bruised, *an Orc*:Wounded> *an Uruk* begins quietly muttering some strange, powerful words. HP:Bruised, *an Orc*:Wounded> *an Orc* discovers a weakness in your defense! *an Orc* flails your right arm hard. *an Orc* has recovered from a bash! HP:Hurt, *an Orc*:Wounded> You deflect *an Orc*'s attack. HP:Hurt, *an Orc*:Wounded> You resist a lot. *an Orc* slashes your right hand. Clouds can be seen above in the sky. Vegeta utters a strange command, 'chill ray' Vegeta's chill ray strikes *an Orc*, who shudders upon impact. Vegeta begins quietly muttering some strange, powerful words. HP:Hurt, *an Orc*:Wounded> You deeply wound *an Orc*'s body with your slash. *an Orc* is dead! R.I.P. You receive your share of experience -- 163 points. *an Orc* stops riding a black warg. An orc berserker issues a throaty war cry and charges before his wounds proove too fatal. An orc berserker stops following *an Orc*. An orc berserker leaves the group of *an Orc*. You turn to face your next enemy. HP:Hurt, *an Orc*:Bruised> *an Uruk* utters a strange command, 'poison' You feel very sick. *an Uruk*'s poisons flows through your veins! HP:Hurt, *an Orc*:Bruised> Vexed deeply wounds *an Orc*'s body with his cleave. HP:Hurt, *an Orc*:Bruised> Vegeta utters a strange command, 'chill ray' Vegeta's chill ray strikes *an Orc*, who shudders upon impact. Vegeta begins quietly muttering some strange, powerful words. HP:Hurt, *an Orc*:Bruised> *an Orc* gets a large, reinforced halberd from the slashed corpse of an orc berserker. *an Orc* gets a fine two-handed battle axe from the slashed corpse of an orc berserker. *an Orc* gets a hollow-shafted spear from the slashed corpse of an orc berserker. HP:Hurt, *an Orc*:Bruised> *an Uruk* lightly slashes your right leg. HP:Hurt, *an Orc*:Bruised> You resist a lot. *an Orc* flails your head. *an Orc* panics, and attempts to flee! *an Orc* flees head over heals! *an Orc* is leaving west, riding on a black warg. HP:Hurt, *an Orc*:Bruised> *an Orc* slashes your head hard. *an Orc* wears a heavy pair of metal arm braces on his arms. *an Orc* puts a heavy pair of metal leg plates on his legs. *an Orc* wears a metal helmet on his head. *an Orc* wears a metal breastplate on his body. HP:Hurt, *an Orc*:Bruised> *an Orc* stops using a two-handed sword. HP:Hurt, *an Orc*:Bruised> *an Orc* straps a wooden tower shield around his arm as a shield. HP:Hurt, *an Orc*:Bruised> You slash *an Orc*'s right leg hard. *an Orc* wields a shadowy blade. HP:Hurt, *an Orc*:Hurt> *an Uruk* begins quietly muttering some strange, powerful words. HP:Hurt, *an Orc*:Hurt>b You dodge *an Orc*'s attack. *an Orc* panics, and attempts to flee! You turn to face your next enemy. *an Orc* flees head over heals! *an Orc* is leaving north, riding on a black warg. / - \ | / *an Uruk* utters a strange command, 'poison' You feel very sick. *an Uruk*'s poisons flows through your veins! - \ You deflect *an Uruk*'s attack. | / - \ Vexed assists you! Vexed attacks *an Uruk*! Vexed deeply wounds *an Uruk*'s head with his cleave. Your bash at *an Uruk* sends him sprawling. HP:Hurt, *an Uruk*:Bruised>cf Vegeta attacks *an Uruk*! *an Uruk* deflects Vegeta's attack. You start to concentrate. - \ Vegeta begins quietly muttering some strange, powerful words. | / - \ Ok. *an Uruk* appears to be confused! HP:Hurt, *an Uruk*:Bruised>cp Vegeta utters a strange command, 'confuse' Vegeta begins quietly muttering some strange, powerful words. HP:Hurt, *an Uruk*:Bruised>You deeply wound *an Uruk*'s right hand with your slash. You start to concentrate. \ | / Vexed cleaves *an Uruk*'s right hand extremely hard. - \ *an Orc* is entering from the north, riding on a black warg. | / *an Uruk* has recovered from a bash! *an Uruk* begins quietly muttering some strange, powerful words. b - \ Vegeta utters a strange command, 'chill ray' Vegeta's chill ray strikes *an Uruk*, who shudders upon impact. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving north, riding on a black warg. *an Orc* is leaving north, riding on a black warg. Ok. You breathe out poison. HP:Hurt>I see no here. Bash who? HP:Hurt>l Vegeta leaves north. A horse leaves north. You follow Vegeta. Bend in the Path Exits are: E S W This roughly-made path bends here to the west and south. Movement to the west looks to be hampered by the bough of a huge tree, which grows above the path. To the south, the path seems to end at a large rock. The trees and vegetation press in close - this path at least makes it easier to navigate in the forest, even if movement itself is nearly as difficult. *an Uruk* is riding on a black warg. *an Orc* is riding on a black warg. Vegeta _ is standing here. A horse is here, gazing at you. Vexed enters from the south. A mule enters from the south. Bend in the Path Exits are: E S W This roughly-made path bends here to the west and south. Movement to the west looks to be hampered by the bough of a huge tree, which grows above the path. To the south, the path seems to end at a large rock. The trees and vegetation press in close - this path at least makes it easier to navigate in the forest, even if movement itself is nearly as difficult. *an Uruk* is riding on a black warg. *an Orc* is riding on a black warg. Vegeta _ is standing here. A horse is here, gazing at you. A horse is here, gazing at you. Vexed the Dwarf is standing here. A stout little mule with droopy eyes stands here. A horse is here, gazing at you. cr HP:Hurt> Vegeta attacks *an Orc*! *an Orc* resists a lot. Vegeta barely slashes *an Orc*'s body. *an Uruk* is leaving east, riding on a black warg. HP:Hurt> Vegeta dodges *an Orc*'s attack. HP:Hurt>You start to concentrate. / - \ | a / Vegeta begins quietly muttering some strange, powerful words. - \ Ok. You feel yourself becoming much healthier. You join the fight! You attack *an Orc*! You slash *an Orc*'s left arm. HP:Hurt, Vegeta:Healthy, *an Orc*:Hurt>b Vegeta distracts *an Orc* into missing him. HP:Hurt, Vegeta:Healthy, *an Orc*:Hurt>*an Orc* panics, and attempts to flee! *an Orc* flees head over heals! *an Orc* is leaving east, riding on a black warg. I see no here. Bash who? HP:Hurt>a a Vegeta leaves east. A horse leaves east. You follow Vegeta. A Tangle of Dead and Dying Vegetation Exits are: E W Branches, and undergrowth lie here, their once green leaves now wilted, and nearer the moist ground, already decomposing. The reason is clear - a path lies to the west, roughly hacked through the virgin forest. Most of the trees here are old, allowing some light to reach ground level. As a result, movement between the trees without the aid of a path is very difficult. In addition, the ground here a seems wetter than that to the north. Vegeta _ is standing here. A horse is here, gazing at you. Vexed enters from the west. A mule enters from the west. HP:Hurt>But nobody is fighting him! HP:Hurt>But nobody is fighting him! HP:Hurt>But nobody is fighting him! HP:Hurt>a a *an Orc* is entering from the east, riding on a black warg. Vegeta leaves east. A horse leaves east. You follow Vegeta. Through the Damp Forest Exits are: E W Vegetation grows thickly all around, clutching at the legs and arms and stinging the face. No path exists here, and anyone making their way through this forest must be prepared to blaze their own trail. Here and there one can see the marks of knife on tree - someone, not too long ago has already come this way. A writhing mass of swamp bugs is buzzing throa ugh the air here. A forest troll is grunting here. Vegeta _ is standing here. A horse is here, gazing at you. Vexed enters from the west. A mule enters from the west. But nobody is fighting him! HP:Hurt>But nobody is fighting him! HP:Hurt>A forest troll attacks Vegeta! Vegeta deflects a forest troll's attack. Vegeta slashes a forest troll's right hand. You join the fight! You attack a forest troll! You slash a forest troll's body extremely hard. HP:Hurt, Vegeta:Healthy, a forest troll:Bruised>a You're already fighting! How can you assist someone else? HP:Hurt, Vegeta:Healthy, a forest troll:Bruised> Vegeta panics, and attempts to flee! Vegeta flees head over heals! Vegeta leaves west. A horse leaves west. HP:Hurt, a forest troll:Bruised> *an Uruk* enters from the east. f HP:Hurt, a forest troll:Bruised> *an Uruk* leaves west. HP:Hurt, a forest troll:Bruised>You flee head over heels. A Tangle of Dead and Dying Vegetation Exits are: E W Branches, and undergrowth lie here, their once green leaves now wilted, and nearer the moist ground, already decomposing. The reason is clear - a path lies to the west, roughly hacked through the virgin forest. Most of the trees here are old, allowing some light to reach ground level. As a result, movement between the trees without the aid of a path is very difficult. In addition, the ground here seems wetter than that to the north. *an Uruk* is standing here. Vexed enters from the east. A mule enters from the east. HP:Hurt>kill uruk They aren't here. b HP:Hurt>I see no here. Bash who? HP:Hurt>e Through the Damp Forest Exits are: E W Vegetation grows thickly all around, clutching at the legs and arms and stinging the face. No path exists here, and anyone making their way through this forest must be prepared to blaze their own trail. Here and there one can see the marks of knife on tree - someone, not too long ago has already come this way. A writhing mass of swamp bugs is buzzing through the air here. A forest troll is grunting here. Vexed enters from the west. A mule enters from the west. HP:Hurt>n You cannot go that way. e HP:Hurt>Forest Before Marshy Ground Exits are: N E W The thick tangle of vegetation gives way to the east, to tall thin reeds growing out of shallow, muddy water. The riot of vines and creepers here extends to the north south and west, no doubt encouraged in their growth by the ready supply of water. A dark warg stands here, its eyes glowing like a flame. Vexed enters from the west. A mule enters from the west. HP:Hurt> Vexed says 'spam us home' HP:Hurt>gt where e You group-say 'where' HP:Hurt>Swampy Forest Exits are: S W The trees here grow out of muddy water and are surrounded by large, thin reeds, some growing more than ten feet tall in these ideal conditions. Mosquitoes and other biting insects buzz all around, and the smell of rotting vegetation is all around. The swamp continues to the east, though it would probably not be a good idea to move that way directly - the ground looks far too soft. A large leech is here, oozing towards you. Vexed enters from the west. A mule enters from the west. shake HP:Hurt>You shake your head. HP:Hurt>s Before a Rocky Hill Exits are: N E To the south and west, a rocky hill with steep moss-covered sides rises out of the forest. Water runs down its flanks keeping the moss well-watered, and adding to the water which covers the ground all around here. The forested swamp continues all around. Vexed enters from the north. A mule enters from the north. HP:Hurt>n w Swampy Forest Exits are: S W The trees here grow out of muddy water and are surrounded by large, thin reeds, some growing more than ten feet tall in these ideal conditions. Mosquitoes and other biting insects buzz all around, and the smell of rotting vegetation is all around. The swamp continues to the east, though it would probably not be a good idea to move that way directly - the ground looks far too soft. A large leech is here, oozing towards you. Vexed enters from the south. A mule enters from the south. HP:Hurt>Forest Before Marshy Ground Exits are: N E W The thick tangle of vegetation gives way to the east, to tall thin reeds growing out of shallow, muddy water. The riot of vines and creepers here extends to the north south and west, no doubt encouraged in their growth by the ready supply of water. A dark warg stands here, its eyes glowing like a flame. *an Uruk* is standing here. Vexed enters from the east. A mule enters from the east. HP:Hurt> *an Uruk* leaves north. HP:Hurt> *an Uruk* enters from the north. kill uruk HP:Hurt>You attack *an Uruk*! *an Uruk* deflects your attack. HP:Hurt, *an Uruk*:Hurt>n No way! You're fighting for your life! HP:Hurt, *an Uruk*:Hurt>b / - \ | / Vexed assists you! Vexed attacks *an Uruk*! Vexed cleaves *an Uruk*'s body very hard. - \ You evade *an Uruk*'s attack. | *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves north. / - \ You can not do it this way. HP:Hurt>n A Dense, Wet Forest Exits are: N E S The dense forest of Mirkwood extends all around getting a little wetter underfoot to the east. Somewhere to the north lies the Old Forest Road, but it is impossible to see it through the tangled undergrowth. It is hard to believe that the road itself was once cut through such tightly-growing forest as this. You sense a hidden life form in the room. Vexed enters from the south. A mule enters from the south. HP:Hurt>kill uruk They aren't here. HP:Hurt>s The thick trees almost block out the sky, though it appears cloudless. Forest Before Marshy Ground Exits are: N E W The thick tangle of vegetation gives way to the east, to tall thin reeds growing out of shallow, muddy water. The riot of vines and creepers here extends to the north south and west, no doubt encouraged in their growth by the ready supply of water. A dark warg stands here, its eyes glowing like a flame. Vexed enters from the north. A mule enters from the north. HP:Hurt>kill uruk kill uruk kill uruk They aren't here. kill uruk HP:Hurt>They aren't here. HP:Hurt>kill uruk They aren't here. HP:Hurt>kill uruk They aren't here. HP:Hurt>kill uruk They aren't here. HP:Hurt>They aren't here. HP:Hurt>kill uruk kill uruk kill uruk kill uruk kill uruk They aren't here. kill uruk HP:Hurt>They aren't here. HP:Hurt>They aren't here. HP:Hurt>They aren't here. HP:Hurt>They aren't here. HP:Hurt>kill uruk They aren't here. HP:Hurt>kill uruk They aren't here. HP:Hurt>kill uruk They aren't here. HP:Hurt>They aren't here. HP:Hurt>kill uruk kill uruk They aren't here. kill uruk HP:Hurt>They aren't here. HP:Hurt>kill uruk You writhe in pain as poison courses through your veins. They aren't here. HP:Hurt>kill uruk They aren't here. HP:Hurt>kill uruk They aren't here. HP:Hurt>They aren't here. HP:Hurt>kill uruk kill uruk They aren't here. kill uruk HP:Hurt>They aren't here. HP:Hurt>kill uruk They aren't here. HP:Hurt>kill uruk They aren't here. HP:Hurt>kill uruk They aren't here. HP:Hurt>They aren't here. HP:Hurt>kill uruk kill uruk They aren't here. kill uruk HP:Hurt>kill uruk They aren't here. HP:Hurt>They aren't here. HP:Hurt>kill uruk They aren't here. kill uruk HP:Hurt>They aren't here. HP:Hurt>kill uruk They aren't here. HP:Hurt>kill uruk They aren't here. HP:Hurt>They aren't here. HP:Hurt>kill uruk kill uruk They aren't here. kill uruk HP:Hurt>They aren't here. HP:Hurt>kill uruk They aren't here. HP:Hurt>kill uruk They aren't here. HP:Hurt>kill uruk They aren't here. HP:Hurt>They aren't here. HP:Hurt>kill uruk kill uruk They aren't here. kill uruk HP:Hurt>They aren't here. HP:Hurt>kill uruk They aren't here. HP:Hurt>kill uruk They aren't here. HP:Hurt>kill uruk They aren't here. HP:Hurt>kill uruk They aren't here. HP:Hurt>kill uruk They aren't here. HP:Hurt>They aren't here. HP:Hurt>kill uruk They aren't here. kill uruk HP:Hurt>They aren't here. HP:Hurt>kill uruk kill uruk They aren't here. kill uruk HP:Hurt>They aren't here. HP:Hurt>kill uruk They aren't here. HP:Hurt>kill uruk They aren't here. HP:Hurt>kill uruk They aren't here. HP:Hurt>kill uruk They aren't here. HP:Hurt>w They aren't here. HP:Hurt>They aren't here. HP:Hurt>Through the Damp Forest Exits are: E W Vegetation grows thickly all around, clutching at the legs and arms and stinging the face. No path exists here, and anyone making their way through this forest must be prepared to blaze their own trail. Here and there one can see the marks of knife on tree - someone, not too long ago has already come this way. A writhing mass of swamp bugs is buzzing through the air here. A forest troll is grunting here. Vexed enters from the east. A mule enters from the east. HP:Hurt>kill uruk n kill uruk Vexed group-says 'where are u?' They aren't here. HP:Hurt>You cannot go that way. HP:Hurt>They aren't here. HP:Hurt>e kill uruk Forest Before Marshy Ground Exits are: N E W The thick tangle of vegetation gives way to the east, to tall thin reeds growing out of shallow, muddy water. The riot of vines and creepers here extends to the north south and west, no doubt encouraged in their growth by the ready supply of water. A dark warg stands here, its eyes glowing like a flame. Vexed enters from the west. A mule enters from the west. HP:Hurt>They aren't here. HP:Hurt>n kill uruk A Dense, Wet Forest Exits are: N E S The dense forest of Mirkwood extends all around getting a little wetter underfoot to the east. Somewhere to the north lies the Old Forest Road, but it is impossible to see it through the tangled undergrowth. It is hard to believe that the road itself was once cut through such tightly-growing forest as this. You sense a hidden life form in the room. Vexed enters from the south. A mule enters from the south. HP:Hurt>They aren't here. HP:Hurt>n *an Uruk* begins quietly muttering some strange, powerful words. HP:Hurt>kill uruk Swampy Forest Exits are: N E S The forest shadows over the murky swamp, the twisted trees leaning over dangerously as extended and complex root systems seek for puchase in the sludgy soil. Exotic sounds fill the air, along with the buzzing of swamp bugs and bubbling of the foul black mud, a strange low moan carries through the swamp. A large hummerhorn hovers before you. Vexed enters from the south. A mule enters from the south. HP:Hurt>They aren't here. HP:Hurt>s kill uruk A Dense, Wet Forest Exits are: N E S The dense forest of Mirkwood extends all around getting a little wetter underfoot to the east. Somewhere to the north lies the Old Forest Road, but it is impossible to see it through the tangled undergrowth. It is hard to believe that the road itself was once cut through such tightly-growing forest as this. *an Uruk* is standing here. Vexed enters from the north. A mule enters from the north. *an Uruk* leaves south. HP:Hurt>They aren't here. HP:Hurt>n Swampy Forest Exits are: N E S The forest shadows over the murky swamp, the twisted trees leaning over dangerously as extended and complex root systems seek for puchase in the sludgy soil. Exotic sounds fill the air, along with the buzzing of swamp bugs and bubbling of the foul black mud, a strange low moan carries through the swamp. A large hummerhorn hovers before you. Vexed enters from the south. A mule enters from the south. s kill uruk HP:Hurt>A Dense, Wet Forest Exits are: N E S The dense forest of Mirkwood extends all around getting a little wetter underfoot to the east. Somewhere to the north lies the Old Forest Road, but it is impossible to see it through the tangled undergrowth. It is hard to believe that the road itself was once cut through such tightly-growing forest as this. Vexed enters from the north. A mule enters from the north. HP:Hurt>They aren't here. HP:Hurt>s kill uruk Forest Before Marshy Ground Exits are: N E W The thick tangle of vegetation gives way to the east, to tall thin reeds growing out of shallow, muddy water. The riot of vines and creepers here extends to the north south and west, no doubt encouraged in their growth by the ready supply of water. A dark warg stands here, its eyes glowing like a flame. Vexed enters from the north. A mule enters from the north. HP:Hurt>They aren't here. HP:Hurt>e kill uruk Swampy Forest Exits are: S W The trees here grow out of muddy water and are surrounded by large, thin reeds, some growing more than ten feet tall in these ideal conditions. Mosquitoes and other biting insects buzz all around, and the smell of rotting vegetation is all around. The swamp continues to the east, though it would probably not be a good idea to move that way directly - the ground looks far too soft. A large leech is here, oozing towards you. Vexed enters from the west. A mule enters from the west. HP:Hurt>They aren't here. HP:Hurt>s kill uruk A large leech attacks YOU! You evade a large leech's attack. You slash a large leech extremely hard. HP:Hurt, a large leech:Bloodied>No way! You're fighting for your life! HP:Hurt, a large leech:Bloodied>They aren't here. HP:Hurt, a large leech:Bloodied>f You flee head over heels. Before a Rocky Hill Exits are: N E To the south and west, a rocky hill with steep moss-covered sides rises out of the forest. Water runs down its flanks keeping the moss well-watered, and adding to the water which covers the ground all around here. The forested swamp continues all around. Vexed enters from the north. A mule enters from the north. HP:Hurt>kill uruk kill uruk kill uruk They aren't here. HP:Bruised>They aren't here. HP:Bruised>e kill uruk They aren't here. HP:Bruised>Swampy Forest Exits are: E W If one stops moving for a moment, the forest seems silent for a second, and then as one's awareness improves, becomes alive with thousands of small noises. Water can be heard, dripping from wet leaves into the still pools below. Air bubbles can be heard popping in the uncovered mud, and the reeds gently sway, even though there is hardly a breath of wind in the air. A leech is here, oozing towards you. Vexed enters from the west. A mule enters from the west. HP:Bruised>They aren't here. HP:Bruised>gt where you dammit? You group-say 'where you dammit?' HP:Bruised>cast remove Vexed group-says 'i'm running out of moves' HP:Bruised>You start to concentrate. | / - \ | / - \ | Vegeta group-says 'stay there' / - \ Ok. A warm feeling runs through your body. HP:Bruised>diag vexed Vexed has a lot of wounds. Vexed is in top shape. Vexed is affected by: anger (medium) vitality (fast-acting) His mind is as well as numb. HP:Bruised> Vexed says 'crap man' HP:Bruised>w Before a Rocky Hill Exits are: N E To the south and west, a rocky hill with steep moss-covered sides rises out of the forest. Water runs down its flanks keeping the moss well-watered, and adding to the water which covers the ground all around here. The forested swamp continues all around. Vexed enters from the east. A mule enters from the east. HP:Bruised>cast vit vexed You start to concentrate. \ | / - \ Ok. You renew Vexed's vitality. HP:Bruised> Vexed says 'get ready to attack uruk plz' HP:Bruised>cast regen cexed A slight mist rises from the damp land into the cloudless sky. HP:Bruised>Nobody here by that name. HP:Bruised>cast regen vexed You start to concentrate. / - \ | / - \ Ok. HP:Bruised>say calm the fuck down dude n You say 'calm the fuck down dude' HP:Bruised>Swampy Forest Exits are: S W The trees here grow out of muddy water and are surrounded by large, thin reeds, some growing more than ten feet tall in these ideal conditions. Mosquitoes and other biting insects buzz all around, and the smell of rotting vegetation is all around. The swamp continues to the east, though it would probably not be a good idea to move that way directly - the ground looks far too soft. A large leech is here, oozing towards you. Vexed enters from the south. A mule enters from the south. HP:Bruised>rid A horse stops following you. You mount a horse and start riding him. R HP:Bruised>say ride You say 'ride' R HP:Bruised> A mule stops following Vexed. Vexed mounts a mule and starts riding him. R HP:Bruised>cv s You start to concentrate. \ | / - \ Ok. You are still as light as can be. Before a Rocky Hill Exits are: N E To the south and west, a rocky hill with steep moss-covered sides rises out of the forest. Water runs down its flanks keeping the moss well-watered, and adding to the water which covers the ground all around here. The forested swamp continues all around. Vexed is entering from the north, riding on a mule. R HP:Bruised> Vexed says 'sry..nervous man' R HP:Bruised>e Swampy Forest Exits are: E W If one stops moving for a moment, the forest seems silent for a second, and then as one's awareness improves, becomes alive with thousands of small noises. Water can be heard, dripping from wet leaves into the still pools below. Air bubbles can be heard popping in the uncovered mud, and the reeds gently sway, even though there is hardly a breath of wind in the air. A leech is here, oozing towards you. Vexed is entering from the west, riding on a mule. R HP:Bruised>e Watery Forest Exits are: N S W This area is far into a watery, swampy part of Mirkwood. Mosquitoes buzz around the face, and leeches can be seen oozing their way through the soft mud and shallow water. Movement through the dank pools and clinging mud is difficult and tiring, for man and beast alike. Vexed is entering from the west, riding on a mule. R HP:Bruised>n n Dark, Wet Forest Exits are: N S The black trees here droop mournfully over pools of stagnant water, choked by tall reeds and green algae. Funguses and mould grow up the trunks of the trees, and along the trunks of others, who have already succumbed to the swamp, now lying decomposing on the floor. A leech is here, oozing towards you. A mordwight hovers here, transluscent and grey Vexed is entering from the south, riding on a mule. R HP:Bruised>Dry Island in a Swamp Exits are: S W All around, the dense, dark forest of Mirkwood covers every possible view. The only relief from the monotony of black treetrunks and tangles of creepers is this swampy area which seems to extend to the south. Above, the dark canopy of leaves rarely allows the glimmer of light to reach this forsaken place. Vexed is entering from the south, riding on a mule. R HP:Bruised> Vexed says 'not used to pking..especially in uruk cves' R HP:Bruised>say i got us...we o.k. You say 'i got us...we o.k.' w R HP:Bruised>Dark, Swampy Forest Exits are: E W Even though the ground underfoot is waterlogged and marshy, the trees here, while growing to less lofty heights than those elsewhere in Mirkwood, still manage to block out the sky like an impenetrable blanket. The reeds growing in this marsh are small and sickly - even some of the foul vegetation spawned by this loathsome forest needs sunlight for healthy growth. Vexed is entering from the east, riding on a mule. R HP:Bruised>n w You cannot go that way. R HP:Bruised> Vegeta group-says 'he i damnit' R HP:Bruised>Swamp in Mirkwood Exits are: N E W Underfoot, the ground is waterlogged and clings to every step. The mud, where undisturbed by footprints, is a smooth surface interrupted by tiny craters. Small worms must live here, unaware of the terrible place in which they live, or the innumerable battles of life and death fought above them. Vexed is entering from the east, riding on a mule. R HP:Bruised>n n A Swamp in a Thick Forest Exits are: N E S W Mud bubbles form and pop into the air, making the swamp gurgle, as it ejects some kind of foul-smelling gas into the air. On occasions, a flame shoots out of the ground, never enough to burn anything in this wet forest, but instead making the shadows dance furiously in this black nightmare. Vexed is entering from the south, riding on a mule. R HP:Bruised>Swamp in Mirkwood Exits are: N E S W At this low-point in the forest, the runoff from the surrounding hills appears to have gathered, concentrated in the soil which is too soft to hold it as a lake. As a result, the forest floor has become a knee-deep trough filled with a thick, sticky mud, laced with semi-solid trails that are obscured by a layer of mist rising off the wet ground. All in all, this is a particularly unpleasant place to be. A flickering ball of pale flame dances through the air. A writhing mass of swamp bugs is buzzing through the air here. A large hummerhorn hovers before you. Vexed is entering from the south, riding on a mule. R HP:Bruised> Vegeta group-says 'in' R HP:Bruised>n A Depressed Swamp Exits are: S Travel further north through this morass is blocked by a wall of trees and earth, climbing out of this bowl to the road, barely visible high up the slope to the north. The swamp mud rises up to the knees of a human, while hobbits may be chest deep in the mist that rises several feet off the swampy surfaces. Vexed is entering from the south, riding on a mule. R HP:Bruised>s Swamp in Mirkwood Exits are: N E S W At this low-point in the forest, the runoff from the surrounding hills appears to have gathered, concentrated in the soil which is too soft to hold it as a lake. As a result, the forest floor has become a knee-deep trough filled with a thick, sticky mud, laced with semi-solid trails that are obscured by a layer of mist rising off the wet ground. All in all, this is a particularly unpleasant place to be. A flickering ball of pale flame dances through the air. A writhing mass of swamp bugs is buzzing through the air here. A large hummerhorn hovers before you. Vexed is entering from the north, riding on a mule. R HP:Bruised>gt uruks roaming w You group-say 'uruks roaming' R HP:Scratched>A Murky Swamp Exits are: E S W The muddy forest ground gives way almost completely to a murky swamp, leading out to the west and south. Sections of semi-solid ground allow travel through the mud, but a mist covering the ground makes it next to impossible to determine whether the ground ahead is solid or quicksand. *an Orc* is standing here. A dark warg stands here, its eyes glowing like a flame. *an Uruk* is standing here. Vexed is entering from the east, riding on a mule. R HP:Scratched> Vexed says 'that orc screwed me up' R HP:Scratched> *an Orc* says 'I need to get in' R HP:Scratched> *an Uruk* attacks Vexed! *an Uruk* lightly pierces Vexed's left arm. kill orc R HP:Scratched> *an Uruk* deflects Vexed's attack. R HP:Scratched>b You attack *an Orc*! You slash *an Orc*'s head extremely hard. R HP:Scratched, *an Orc*:Awful> *an Orc* flails your body. R HP:Bruised, *an Orc*:Awful> / *an Uruk* lightly pierces Vexed's head. - \ | / - *an Orc* panics, and attempts to flee! *an Orc* flees head over heals! *an Orc* leaves south. A black warg leaves south. \ *an Uruk* lightly pierces Vexed's head. | / - Vexed panics, and attempts to flee! Vexed flees head over heals! Vexed is leaving west, riding on a mule. s \ You can not do it this way. R HP:Scratched>Swampy Forest Exits are: N E S The forest shadows over the murky swamp, the twisted trees leaning over dangerously as extended and complex root systems seek for puchase in the sludgy soil. Exotic sounds fill the air, along with the buzzing of swamp bugs and bubbling of the foul black mud, a strange low moan carries through the swamp. A large hummerhorn hovers before you. *an Orc* is standing here. A dark warg stands here, its eyes glowing like a flame. R HP:Scratched>kill orc You attack *an Orc*! R HP:Scratched, *an Orc*:Awful> *an Orc* discovers a weakness in your defense! *an Orc* flails your left leg. R HP:Bruised, *an Orc*:Awful> *an Orc* panics, and attempts to flee! *an Orc* panics, and attempts to flee! R HP:Bruised, *an Orc*:Awful> You slash *an Orc*'s body extremely hard. *an Orc* is dead! R.I.P. Your spirit increases by 8. You receive your share of experience -- 4774 points. You feel more powerful! Your intelligence has improved!Your spirit grows stronger! Your blood freezes as you hear DondE's death cry. A black warg stops following *an Orc*.