**Although i'm by no means *an Orc*, I do frequent there caves, and while i'm there I will defend them...fair warning** --Dremon, Demontounge, The Forgotten. n R>j j Path in the Forest Bends Exits are: N E S W The path heads west as the forest surrounds everything else. Trees fight to take back the path but it seems that too many feet pass this way to permit any new growth. A faint smell of death and decay comes from the south. The tracks of a spotted warg lead north. Their condition is fresh The tracks of a black warg lead west. Their condition is fresh j R>Path Through the Trees Exits are: N S The trail through the forest continues to run north-south here. All around, the trees crowd in closely making this area enclosed and claustrophobic. The footprints of many feet can be seen clearly marking the soft ground, and keeping the numerous small plants at bay. The tracks of a black warg lead north. Their condition is fresh The tracks of a spotted warg lead north. Their condition is fresh The tracks of a spotted warg lead south. Their condition is very clear The tracks of a black warg lead south. Their condition is fresh The tracks of a black warg lead south. Their condition is fresh R>Trees Lean Over the Path Exits are: N E S The boughs of some of the trees have been cut off and piled against the side of the path. Denied their accustomed means of support, the trees have uprooted themselves, and lean against one another like drunken soldiers. The path continues to the north and south. The tracks of *an Uruk* lead south. Their condition is very clear The tracks of a spotted warg lead north. Their condition is fresh The tracks of a black warg lead south. Their condition is fresh The tracks of a black warg lead south. Their condition is fresh R>They aren't here. R>They aren't here. R>They aren't here. R>dm n You stop riding a black warg. A black warg starts following you. j >Path Ends Before a Cliff Face Exits are: N S The path, which stretches south between the trees, ends here before a huge rock, which towers to the north. Its sheer sides are covered in moss and ivy, and seem devoid of the ubiquitous trees. A rusty metal lever is here, poking through the thick ivy on the rock. The tracks of a spotted warg lead south. Their condition is very clear The tracks of a black warg lead south. Their condition is fresh >They aren't here. > *an Uruk* enters from the north. A spotted warg enters from the north. >n *an Uruk* pulls at a rusty metal lever. You hear low rumbling in the distance. > *an Uruk* leaves north. A spotted warg leaves north. >Inside a Dark Tunnel Exits are: S W A dark tunnel here extends to the west. Water drips from its wet ceiling and runs in rivulets along the floor, escaping through a hole to the south. The air is chill. This combined with the damp atmosphere would make this a bad place to camp, though comparatively safe from the perils of the forest. The tracks of *an Uruk* lead west. Their condition is fresh The tracks of a spotted warg lead south. Their condition is very clear The tracks of a spotted warg lead west. Their condition is fresh The tracks of a spotted warg lead west. Their condition is fresh The tracks of *an Uruk* lead west. Their condition is very clear The tracks of a black warg lead south. Their condition is fresh The tracks of a spotted warg lead south. Their condition is fresh j >j j w w w j They aren't here. >They aren't here. >They aren't here. >Crude Paintings in the Dark Tunnel Exits are: E W On the northern wall here are crude depictions of several deer being hunted by humanoid figures accompanied by hounds. It is as impossible to tell which race the figures are supposed to belong to, as it is to imagine any kind of pursuit being possible through the dense forest outside. The tracks of *an Uruk* lead west. Their condition is clear The tracks of *an Uruk* lead east. Their condition is very clear The tracks of *an Uruk* lead west. Their condition is very clear The tracks of *an Uruk* lead west. Their condition is very clear The tracks of a black warg lead east. Their condition is very clear >Along the Dark Tunnel Exits are: E W Moisture drips from the black roof, falling to the floor with loud drips which echo up and down the tunnel. The walls appear to be mostly natural, though here and there, they have probably been enlarged by the hammer and chisel. The tunnel continues to the east and west. The tracks of *an Uruk* lead west. Their condition is very clear The tracks of a spotted warg lead west. Their condition is very clear The tracks of *an Uruk* lead east. Their condition is clear The tracks of *an Uruk* lead west. Their condition is very clear The tracks of *an Uruk* lead east. Their condition is very clear >In a Dark, Wet Tunnel Exits are: N E This natural tunnel inside the massive rock extends to the east. The ceiling has been worked on in some way though, and whoever did the work has attempted to cover it up, rather unsuccessfully. The floor is scratched and scared with many whitish marks - possibly the result of being hit by many metal objects. The tracks of a spotted warg lead east. Their condition is very clear The tracks of *an Uruk* lead east. Their condition is very clear The tracks of a spotted warg lead north. Their condition is fresh The tracks of *an Uruk* lead north. Their condition is fresh >n They aren't here. j >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. The tracks of a black warg lead south. Their condition is very clear The tracks of *an Uruk* lead south. Their condition is clear The tracks of *an Uruk* lead south. Their condition is clear The tracks of *an Uruk* lead south. Their condition is very clear The tracks of a black warg lead south. Their condition is very clear The tracks of a spotted warg lead west. Their condition is fresh >They aren't here. >rid w j A black warg stops following you. You mount a black warg and start riding him. R>Close to a Steep, Rocky Cliff Face Exits are: E S W The dense forest of this part gives way in the east to a large rocky outcrop. The trees here grow as high as anywhere near here, but to the east find it impossible to grow on the steep rock. Water pools in the dints made in the ground by footprints, showing that the forest floor here is saturated. A black squirrel can barely be seen on a tree here. The tracks of a spotted warg lead west. Their condition is fresh The tracks of a black warg lead east. Their condition is clear R>w They aren't here. j R>Through the Depths of Mirkwood Exits are: E W This dark forest is rarely troubled by the presence of humanoid life, and is it little wonder when one considers how closely together the trees grow, and how densely the vegetation between them fills every available space. The ground around here is moist and soft, providing plentiful moisture for thirsty trees. *an Uruk* is (busy) riding on a spotted warg. The tracks of a black warg lead east. Their condition is clear The tracks of a black warg lead east. Their condition is clear R>You attack *an Uruk*! You deeply wound *an Uruk*'s head with your slash. R HP:Healthy, *an Uruk*:Hurt> You dodge *an Uruk*'s attack. R HP:Healthy, *an Uruk*:Hurt>b / *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a spotted warg. - \ | / - \ | / - *an Uruk* is entering from the east, riding on a spotted warg. \ Your bash at *an Uruk* sends him sprawling. R HP:Healthy, *an Uruk*:Hurt> You discover a weakness in *an Uruk*'s defense! You deeply wound *an Uruk*'s right leg with your slash. *an Uruk* panics, and attempts to flee! *an Uruk* panics, and attempts to flee! R HP:Healthy, *an Uruk*:Awful> Zenith chats, 'aahhhhhaarrgahaaahh ' R HP:Healthy, *an Uruk*:Awful> *an Uruk* has recovered from a bash! R HP:Healthy, *an Uruk*:Bloodied> You deflect *an Uruk*'s attack. R HP:Healthy, *an Uruk*:Bloodied> You discover a weakness in *an Uruk*'s defense! You slash *an Uruk*'s right hand extremely hard. *an Uruk* is dead! R.I.P. You receive your share of experience -- 597 points. *an Uruk* stops riding a spotted warg. Your blood freezes as you hear Parasite's death cry. R>behead R>You behead the slashed corpse of *an Uruk*.