---------------------------------------------------------------------------------------------- Comments by Dremon, "My first pk on darkie side and with this char, but definitely not the last :-)". Nice job snaga keep up the good work. Btw thanks for the log..:) Resevil... Dremon .vs. Spade ---------------------------------------------------------------------------------------------- j Not a cloud can be seen in the sky. A Dark Path Exits are: E S #W# Though not heavily used in recent years, this darkly shadowed path displays signs of some recent use, cleared of debris and logs that may have fallen across it over the years. The path bends here, east and south, and the high hills are accessible up a slope to the west. The tracks of a horse lead west. Their condition is very clear The tracks of a horse lead west. Their condition is very clear The tracks of *a Human* lead west. Their condition is very clear R>Your victim disappeared! R>w j Forested Hill Exits are: N E S W Rising sharply out of the bowl of Mirkwood forest, this hill is one of a series of densely forested hills running west to east through Mirkwood, foothills of the great Mountains of Mirkwood to the northwest. Far to the east, atop another great hill, a black tower stands alone against the sky. A brown, angry-looking bear is padding around here. The power of light burns your eyes. R>Your victim disappeared! R>l Forested Hill Exits are: N E S W Rising sharply out of the bowl of Mirkwood forest, this hill is one of a series of densely forested hills running west to east through Mirkwood, foothills of the great Mountains of Mirkwood to the northwest. Far to the east, atop another great hill, a black tower stands alone against the sky. A brown, angry-looking bear is padding around here. You are riding on a black warg. The power of light burns your eyes. R> The power of Arda weakens your body. R>w j Forested Hill Exits are: N #E# S W The forested hills of Mirkwood Forest continue in all directions. Strange sounds echo through the forest, such as the calls of birds, the twittering of small forest creatures, and the sinister howls of the great wolves that haunt this part of Mirkwood. A brown, angry-looking bear is padding around here. A black squirrel can barely be seen on a tree here. The tracks of *a Human* lead west. Their condition is very clear The tracks of a horse lead west. Their condition is very clear The tracks of a horse lead west. Their condition is very clear R>w Your victim disappeared! R> The world seems dull again. R>Dark Hills Exits are: E S W Dark and unnervingly silent Mirkwood continues unchallenged in every direction as far as anyone can see. Maybe, if one would take the trouble and climb one of the higher trees, he could see Mountains of Mirkwood towering in the north and especially keen eyes could spot Old Forest Road far south. A brown, angry-looking bear is padding around here. The tracks of a horse lead west. Their condition is very clear The tracks of *a Human* lead west. Their condition is very clear j R>Your victim disappeared! ci R>You start to concentrate. \ | w j / The Power of Arda no longer weakens you. - \ Ok. The world seems to gain a few edges for you. Among Small Hills Exits are: #N# E S All the little forest-covered hillocks, slopes and hollows make it impossible to see anything more than your immediate surroundings. What lies beyond one can only guess. Centuries old huge trees tower high into sky, their branches forming a roof impenetrable even to smallest of birds, and blocking any light. The tracks of a horse lead south. Their condition is very clear R>s j Your victim disappeared! R>Forested Knolls Exits are: N E #W# Knolls covered with huge trees of many sorts dominate this part of Mirkwood. To the south a group of high cliffs blocks the way and it is not likely that it would be worth the spending time to try to climb them. In the west, the ground lowers and becomes wet. A large rat scurries by. The tracks of a horse lead west. Their condition is fresh R>Your victim disappeared! R>w j Can not go there mounted. R>Your victim disappeared! R>dm w You stop riding a black warg. A black warg starts following you. j >On the Muddy Ground Exits are: #N# E #S# #W# Yet another wet corner in Mirkwood. To the south of here is a small lake that gradually turns into a swamp on its northern shores. A stream from the north flows towards the lake, but disappears in the swampy ground before actually reaching it. Wet ground doesn't support the big trees and rich growth typical of Mirkwood, and only some small crooked trees grow here. The power of light burns your eyes. >Your victim disappeared! >w The power of Arda weakens your body. >On the Top of Small Hill Exits are: #N# #E# S For some reason most of the trees on this hill are not as big and old as in the rest of Mirkwood. Most of the surrounding forest consists of still younger and smaller trees with only the occasional half-dead gigantic oak or pine. Old stumps with marks of burning can be spotted here and there. A medium-sized elk grazes here. The power of light burns your eyes. >w You cannot go that way. s >Mirkwood Near the Lake Exits are: #N# #E# #S# W Here, Mirkwood's usual monotony of endless rows of trees after trees suddenly ends. In the eastern direction trees end without any warning, and give way to small clear lake. Numerous animal paths come together here from every direction. Obviously the inhabitants of Mirkwood come here to quench their thirst. The tracks of a medium elk lead north. Their condition is very clear w >Along the Animal Path Exits are: E S As one wanders through Mirkwood it can easily look like this forest has no end. Trees and more trees in every direction! Only the occasional animal trail offers passage through the thick forest as it twists and bends between trees. Even light can't get through the thick growth. The tracks of a huge wolf lead south. Their condition is very clear The tracks of a huge wolf lead south. Their condition is very clear >s Along the Animal Path Exits are: N W A barely visible animal path wanders through the forest. Passage is only possible along the path because the vegetation is so thick and intertwined, that no creature bigger than a rat can get through. Strange, unknown and possibly dangerous plants grow in the darkness of Mirkwood. A large rat scurries by. A huge wolf stares at you intently. A huge wolf stares at you intently. >n e n Along the Animal Path Exits are: E S As one wanders through Mirkwood it can easily look like this forest has no end. Trees and more trees in every direction! Only the occasional animal trail offers passage through the thick forest as it twists and bends between trees. Even light can't get through the thick growth. The tracks of a huge wolf lead south. Their condition is very clear The tracks of a huge wolf lead south. Their condition is very clear >Mirkwood Near the Lake Exits are: #N# #E# #S# W Here, Mirkwood's usual monotony of endless rows of trees after trees suddenly ends. In the eastern direction trees end without any warning, and give way to small clear lake. Numerous animal paths come together here from every direction. Obviously the inhabitants of Mirkwood come here to quench their thirst. The tracks of a black warg lead west. Their condition is fresh The tracks of *an Uruk* lead west. Their condition is fresh The tracks of a medium elk lead north. Their condition is very clear >On the Top of Small Hill Exits are: #N# #E# S For some reason most of the trees on this hill are not as big and old as in the rest of Mirkwood. Most of the surrounding forest consists of still younger and smaller trees with only the occasional half-dead gigantic oak or pine. Old stumps with marks of burning can be spotted here and there. A medium-sized elk grazes here. The power of light burns your eyes. >t You start searching the ground for tracks. / - \ | / - \ You find some tracks of what went past here. The tracks of a black warg lead south. Their condition is fresh The tracks of *an Uruk* lead south. Their condition is fresh The tracks of a black warg lead north. Their condition is barely recognisable >e On the Muddy Ground Exits are: #N# E #S# #W# Yet another wet corner in Mirkwood. To the south of here is a small lake that gradually turns into a swamp on its northern shores. A stream from the north flows towards the lake, but disappears in the swampy ground before actually reaching it. Wet ground doesn't support the big trees and rich growth typical of Mirkwood, and only some small crooked trees grow here. The power of light burns your eyes. >t You start searching the ground for tracks. / - \ | / - \ You find some tracks of what went past here. The tracks of a horse lead north. Their condition is fresh The tracks of a black warg lead west. Their condition is fresh The tracks of a black wolf lead north. Their condition is quite clear The tracks of *an Uruk* lead west. Their condition is fresh The tracks of *a Human* lead north. Their condition is fresh >n j By the Turning Stream Exits are: #S# #W# The hills here are very high and several big ones with very steep slopes block the way to the north and east. The forest here is thinner and the sky can be easily seen. A small brook is flowing here between the hills, making its way from west to south. A black wolf looks at you and begins to growl. The power of light burns your eyes. >Your victim disappeared! >w j By the Stream Exits are: N #E# #S# #W# All this territory is covered with small and medium sized hills. Hills are gradually getting higher towards north where the Mountains of Mirkwood lie. The forest around here is not so dense as in most parts of Mirkwood, and it is possible to move in any direction. A small, clear stream is twisting between the hills from north to south.. The power of light burns your eyes. >Your victim disappeared! >t You start searching the ground for tracks. / - \ | / - \ You find some tracks of what went past here. The tracks of a horse lead west. Their condition is fresh The tracks of a horse lead west. Their condition is fresh The tracks of a black warg lead east. Their condition is barely recognisable >w j The sun sets behind the hills. No clouds can be seen in the sky. Hill in the Forest Exits are: E S W While most of Mirkwood is still dark, dreadful and full of many dangers, this is not a case here. Many trees upon this hill have fallen victim to stormy winds leaving wide gaps in the forest. In several places you can get a good view over lower hills in the south, and there is also some kind of clearing south-east *a Human* is standing here. A horse is here, gazing at you. A horse is here, gazing at you. The tracks of a horse lead south. Their condition is very clear The tracks of *a Human* lead south. Their condition is very clear >You force your Will against *a Human*'s constitution! rid HP:Healthy, *a Human*:slightly sickly> You deflect *a Human*'s attack. HP:Healthy, *a Human*:slightly sickly>No way! You're fighting for your life! HP:Healthy, *a Human*:slightly sickly>dd You force your Will against *a Human*'s concentration! HP:Healthy, *a Human*:slightly sickly>*a Human* has a few scratches. *a Human* is slightly sickly and slightly duped. *a Human* is affected by: confuse (fast-acting) poison (long) insight (long) anger (short) He is one with the Wraith-world! *a Human* panics, and attempts to flee! *a Human* flees head over heals! *a Human* leaves east. A horse leaves east. A horse leaves east. e >j *a Human* enters from the east. A horse enters from the east. A horse enters from the east. >By the Stream Exits are: N E S W All this territory is covered with small and medium sized hills. Hills are gradually getting higher towards north where the Mountains of Mirkwood lie. The forest around here is not so dense as in most parts of Mirkwood, and it is possible to move in any direction. A small, clear stream is twisting between the hills from north to south.. The tracks of a horse lead west. Their condition is fresh The tracks of a horse lead west. Their condition is very clear The tracks of a horse lead west. Their condition is fresh The tracks of a black warg lead west. Their condition is fresh The tracks of *a Human* lead west. Their condition is fresh >w j Your victim disappeared! >Hill in the Forest Exits are: E S W While most of Mirkwood is still dark, dreadful and full of many dangers, this is not a case here. Many trees upon this hill have fallen victim to stormy winds leaving wide gaps in the forest. In several places you can get a good view over lower hills in the south, and there is also some kind of clearing south-east *a Human* is standing here. A horse is here, gazing at you. A horse is here, gazing at you. The tracks of a horse lead east. Their condition is fresh The tracks of a horse lead east. Their condition is fresh The tracks of a black warg lead east. Their condition is fresh The tracks of *an Uruk* lead east. Their condition is fresh >You force your Will against *a Human*'s concentration! HP:Healthy, *a Human*:slightly sickly> You deflect *a Human*'s attack. HP:Healthy, *a Human*:slightly sickly>cf You force your Will against *a Human*'s constitution! HP:Healthy, *a Human*:somewhat sickly>You deflect *a Human*'s attack. You start to concentrate. / - \ | / - \ You deflect *a Human*'s attack. Ok. HP:Healthy, *a Human*:somewhat sickly> You force your Will against *a Human*'s learning! dd HP:Healthy, *a Human*:somewhat retarded>*a Human* has a few scratches. *a Human* is somewhat retarded and somewhat sickly. *a Human* is affected by: confuse (fast-acting) poison (long) insight (long) anger (short) He is one with the Wraith-world! HP:Healthy, *a Human*:somewhat retarded> *a Human* lightly pierces your left leg. HP:Scratched, *a Human*:somewhat retarded> You force your Will against *a Human*'s constitution! HP:Scratched, *a Human*:somewhat sickly>b / You deflect *a Human*'s attack. - \ | / - \ | *a Human* lightly pierces your head. / - \ You lose your balance and fall as *a Human* dodges your bash! HP:Scratched, *a Human*:somewhat sickly> You force your Will against *a Human*'s strength! HP:Scratched, *a Human*:somewhat sickly> *a Human* pierces your left hand. HP:Scratched, *a Human*:somewhat sickly> You try your Will against *a Human*'s mind, but he resists! HP:Scratched, *a Human*:somewhat sickly> You deflect *a Human*'s attack. HP:Scratched, *a Human*:somewhat sickly>y std You don't seem to have a shield. HP:Scratched, *a Human*:somewhat sickly>You force your Will against *a Human*'s strength! *a Human* writhes in pain as the poison takes hold. You are now employing defensive tactics. HP:Scratched, *a Human*:somewhat sickly> *a Human* lightly pierces your right leg. HP:Scratched, *a Human*:somewhat sickly>dd You force your Will against *a Human*'s will! HP:Scratched, *a Human*:somewhat sickly>You deflect *a Human*'s attack. *a Human* has a few scratches. *a Human* is somewhat sickly and somewhat weakened. *a Human* is affected by: confuse (fast-acting) poison (long) insight (long) anger (medium) He is one with the Wraith-world! HP:Scratched, *a Human*:somewhat sickly> You deflect *a Human*'s attack. You force your Will against *a Human*'s learning! HP:Scratched, *a Human*:quite retarded>dd You deflect *a Human*'s attack. HP:Scratched, *a Human*:quite retarded>You force your Will against *a Human*'s strength! *a Human* has a few scratches. *a Human* is quite retarded and somewhat sickly. *a Human* is affected by: poison (long) insight (long) anger (medium) He is one with the Wraith-world! HP:Scratched, *a Human*:quite retarded>cf You deflect *a Human*'s attack. HP:Scratched, *a Human*:quite retarded>You force your Will against *a Human*'s concentration! You start to concentrate. / - \ | / - You deflect *a Human*'s attack. \ Ok. HP:Scratched, *a Human*:quite retarded> You force your Will against *a Human*'s strength! HP:Scratched, *a Human*:quite weakened>cf *a Human* barely pierces your left hand. HP:Scratched, *a Human*:quite weakened>You start to concentrate. / - \ | / - You deflect *a Human*'s attack. \ Ok. *a Human* appears to be confused! HP:Scratched, *a Human*:quite weakened> You force your Will against *a Human*'s intelligence! HP:Scratched, *a Human*:quite weakened> You dodge *a Human*'s attack. HP:Scratched, *a Human*:quite weakened> You force your Will against *a Human*'s will! HP:Scratched, *a Human*:quite weakened> You deflect *a Human*'s attack. set incog off HP:Scratched, *a Human*:quite weakened>You force your Will against *a Human*'s constitution! Incognito mode is now off. HP:Scratched, *a Human*:seriously sickly> You dodge *a Human*'s attack. HP:Scratched, *a Human*:seriously sickly> You force your Will against *a Human*'s concentration! HP:Scratched, *a Human*:seriously sickly> You dodge *a Human*'s attack. HP:Scratched, *a Human*:seriously sickly> You force your Will against *a Human*'s constitution! HP:Scratched, *a Human*:seriously sickly> You deflect *a Human*'s attack. look human HP:Scratched, *a Human*:seriously sickly>*a Human* You see nothing special about him. *a Human* looks healthy. *a Human* is using: a torch..It glows brightly. a blue marble ring..It glows blue! a blue marble ring..It glows blue! a silk scarf a diamond choker..It glows blue! a silk shirt a white cotton hood a blue pair of cotton pants a pair of leather boots a blue pair of cotton gloves a blue pair of cotton sleeves a large, metal shield a blue wool cloak an etched leather girdle..It glows blue! a sharp, crystal dagger..It glows blue! a wooden walking stick a silk sash HP:Scratched, *a Human*:seriously sickly> You force your Will against *a Human*'s will! HP:Scratched, *a Human*:seriously sickly> You deflect *a Human*'s attack. HP:Scratched, *a Human*:seriously sickly> You force your Will against *a Human*'s learning! HP:Scratched, *a Human*:seriously sickly> You deflect *a Human*'s attack. HP:Scratched, *a Human*:seriously sickly> You force your Will against *a Human*'s strength! HP:Scratched, *a Human*:seriously sickly> You deflect *a Human*'s attack. HP:Scratched, *a Human*:seriously sickly> You deflect *a Human*'s attack. You force your Will against *a Human*'s strength! HP:Scratched, *a Human*:strongly weakened> You dodge *a Human*'s attack. You force your Will against *a Human*'s will! HP:Scratched, *a Human*:strongly weakened> You deflect *a Human*'s attack. HP:Scratched, *a Human*:strongly weakened> You try your Will against *a Human*'s mind, but he resists! HP:Scratched, *a Human*:strongly weakened> *a Human* pierces your left hand. set incog off HP:Scratched, *a Human*:strongly weakened> You force your Will against *a Human*'s intelligence! HP:Scratched, *a Human*:strongly weakened>Night falls over the land. No clouds can be seen in the sky. You are hungry. Incognito mode is now off. HP:Scratched, *a Human*:seriously weakened> You deflect *a Human*'s attack. HP:Scratched, *a Human*:seriously weakened> You force your Will against *a Human*'s will! HP:Scratched, *a Human*:seriously weakened> Ofal tells you 'tremek was kjust at farmer w of raddy'. HP:Scratched, *a Human*:seriously weakened> *a Human* lightly pierces your body. HP:Scratched, *a Human*:seriously weakened> You force your Will against *a Human*'s learning! HP:Scratched, *a Human*:seriously retarded> You deflect *a Human*'s attack. HP:Scratched, *a Human*:seriously retarded> You force your Will against *a Human*'s concentration! HP:Scratched, *a Human*:seriously retarded> You deflect *a Human*'s attack. HP:Scratched, *a Human*:seriously retarded> You force your Will against *a Human*'s dexterity! HP:Scratched, *a Human*:seriously retarded> You dodge *a Human*'s attack. HP:Scratched, *a Human*:seriously retarded> You force your Will against *a Human*'s constitution! HP:Scratched, *a Human*:strongly sickly> *a Human* lightly pierces your head. HP:Scratched, *a Human*:strongly sickly> You force your Will against *a Human*'s intelligence! HP:Scratched, *a Human*:strongly sickly> You deflect *a Human*'s attack. HP:Scratched, *a Human*:strongly sickly> You force your Will against *a Human*'s will! HP:Scratched, *a Human*:strongly sickly> You deflect *a Human*'s attack. HP:Scratched, *a Human*:strongly sickly> *a Human* panics, and attempts to flee! *a Human* flees head over heals! *a Human* leaves west. A horse leaves west. A horse leaves west. HP:Scratched>w j Atop A Small Hill Exits are: E S W Very little can be seen from standing atop this hill, for it is not as big as some of its neighbors. It barely reaches a height above that of which the canopy of leaves surrounding it holds, and the Anduin River cannot even be seen from this vantage point. A soft wind blows here causing the leaves about the hill to drift away. The hill procedes downward in all directions. *a Human* is standing here. A horse is here, gazing at you. A horse is here, gazing at you. HP:Scratched>You force your Will against *a Human*'s constitution! *a Human* panics, and attempts to flee! *a Human* panics, and attempts to flee! HP:Scratched, *a Human*:strongly sickly> You dodge *a Human*'s attack. HP:Scratched, *a Human*:strongly sickly> You force your Will against *a Human*'s dexterity! *a Human* panics, and attempts to flee! *a Human* panics, and attempts to flee! HP:Scratched, *a Human*:strongly sickly> You dodge *a Human*'s attack. HP:Scratched, *a Human*:strongly sickly> You force your Will against *a Human*'s will! *a Human* panics, and attempts to flee! *a Human* panics, and attempts to flee! dd HP:Scratched, *a Human*:strongly sickly> *a Human* lightly pierces your head. HP:Scratched, *a Human*:strongly sickly>*a Human* looks healthy. *a Human* is strongly sickly and strongly dispirited. *a Human* is affected by: confuse (fast-acting) poison (long) insight (long) anger (medium) He is one with the Wraith-world! HP:Scratched, *a Human*:strongly sickly> *a Human* writhes in pain as the poison takes hold. HP:Scratched, *a Human*:strongly sickly> You force your Will against *a Human*'s learning! *a Human* panics, and attempts to flee! *a Human* panics, and attempts to flee! c HP:Scratched, *a Human*:strongly sickly> You deflect *a Human*'s attack. HP:Scratched, *a Human*:strongly sickly>You start to concentrate. \ | / - \ The Power of Arda no longer weakens you. Ok. You point at *a Human* and curse. *a Human* panics, and attempts to flee! *a Human* panics, and attempts to flee! Your spirit increases by 5. You receive your share of experience -- 2534 points. Your blood freezes as you hear Spade's death cry. A horse stops following *a Human*. A horse stops following *a Human*. ///After Spade's death nothing was taken, but his gold. I hope this sets an example for you all. -Dremon the Demon.