----------------------------------------------------------------------- Ragnus here... RIP Sloth... ----------------------------------------------------------------------- R HP:Bruised, a forest troll:Bloodied> You discover a weakness in a forest troll's defense! You severely wound a forest troll's head with your slash! A forest troll is dead! R.I.P. Your spirit increases by 5. You receive your share of experience -- 297 points. R HP:Bruised>crr You start to concentrate. - \ | / - \ You lost your concentration! R HP:Bruised>sc crr You have 319/411 hit, 58/58 stamina, 153/153 moves, 270 spirit. OB: 140, DB: 20, PB: 44, Speed: 14, Gold: 573, XP Needed: 98K. R HP:Bruised>You start to concentrate. - \ | / - \ Ok. You feel yourself becoming much healthier. R HP:Bruised>s A Straight Stretch of the Road Exits are: N E S W The Old Forest Road continues its straight path, between the hills to the north and the wet depression to the south, heading east-west. Above the road, the forest canopy knits out all traces of natural light, with threads of vines, branches and leaves. R HP:Bruised>w w w A Straight Stretch of the Road Exits are: N E S W Contrasting with the rather twisty sections of the Old Forest Road that have been encountered through this hilly region of Mirkwood, the road here is straight and true, running east-west through the forest. To the south, the land slopes away into a bowl, and the forest is dense and wet, the air thick with mist. To the north, the forest climbs and thins slightly as it spreads over hills. R HP:Bruised>A Bend Exits are: E S W The Old Forest Road bends here, south and east. An opening in the forest to the west provides a passage into the hilly forest in that direction, though the travel seems hard. It would most probably be wiser to stay on the road. R HP:Bruised>Mirkwood Forest Exits are: N E W Trees loom up from the ground as mighty individual trunks, but above, in the dense canopy, they meld into one, blocking out the light of the sun and stars and plunging the forest into a deep abiding darkness that rests heavily on the shoulders of a traveller. The slashed corpse of a black deer is lying here. A bloody corpse of a human lies sprawed accross the ground. R HP:Bruised> Kalak tells you 'where?'. R HP:Bruised>w Mirkwood Forest Exits are: E S W The forest undergrowth is thin here, in contrast with the thick roof of canopy above. Huge tree trunks loom up into the canopy, where they become lost amidst the chaotic minglings of branches and leaves, where individuality is lost. Birds zoom across the dark green sky, and their calls echo through the forest, mingling with other, more sinister, sounds. A black deer can barely be made out in the darkness here. R HP:Bruised>w A Path Leading Off the Road Exits are: N E S A fairly well worn trail leads north-south off the Old Forest Road, into the depths of Mirkwood forest. The trail was clearly built long ago and has worn considerably, but seems again in consistent use. An escarpment rising above the trail to the west blocks any travel into the hills, and the forest looms wild to the east. R HP:Bruised>rem ornate wield blade wear shield std rem fur wear cloak rem all.ivory put all.ivory box get all.stone box wear all.stone You stop using a heavy, ornate scimitar. R HP:Bruised>You wield a shadowy blade. R HP:Bruised>You start to use a light kite shield as a shield. R HP:Bruised>s You are now employing defensive tactics. R HP:Bruised>You stop using a werewolf fur. R HP:Bruised>You wear a red-eye cloak around your body. R HP:Bruised>You stop using an ivory ring. You stop using an ivory ring. R HP:Bruised>You put an ivory ring in a small jewelry box. You put an ivory ring in a small jewelry box. R HP:Bruised>Kalak tells you 'i am not exactly that large, and i dont even have full metal'. You get a stone ring from a small jewelry box. You get a stone ring from a small jewelry box. R HP:Bruised>You slide a stone ring on to your right ring finger. You slide a stone ring on to your left ring finger. R HP:Bruised>Bend in the Old Road Exits are: N S W Here the Old Forest Road bends south and west, on its relentless journey through the depths of Mirkwood the Great. A small path, recently used, leads off the road to the north, but fearsome sounds come from that direction, so perhaps it is best avoided. *an Uruk* is riding on a black warg. R HP:Bruised>a b You attack *an Uruk*! You slash *an Uruk*'s body. R HP:Bruised, *an Uruk*:Wounded> You deflect *an Uruk*'s attack. R HP:Bruised, *an Uruk*:Wounded> / - \ | / - *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving west, riding on a black warg. \ | / w a - rem blade rem shield wield ornate two sta rem cloak wear fur rem all.stone put all.stone box get all.ivory box wear all.ivory The dark cloudy sky makes it difficult to see far down the road. Saving Ragnus. \ You can not do it this way. The Old Forest Road Exits are: N E S Rolling ever on through the depths of Mirkwood Forest, the road continues here east-west. Great trees tower over the road, casting it deep into shadows and darkness. Strange sounds echo through the forest on either side of the road. *an Uruk* is riding on a black warg. a R HP:Bruised>You attack *an Uruk*! R HP:Bruised, *an Uruk*:Wounded> You dodge *an Uruk*'s attack. R HP:Bruised, *an Uruk*:Wounded>You stop using a shadowy blade. R HP:Bruised, *an Uruk*:Wounded>You stop using a light kite shield. R HP:Bruised, *an Uruk*:Wounded>You wield a heavy, ornate scimitar. This weapon seems too heavy for one hand R HP:Bruised, *an Uruk*:Wounded>Kalak tells you 'i need group, we take 2 of dem'. You wielded your weapon with both hands. *an Uruk* yells 'zfb v' R HP:Bruised, *an Uruk*:Wounded>You are now employing aggressive tactics. R HP:Bruised, *an Uruk*:Wounded>You stop using a red-eye cloak. R HP:Bruised, *an Uruk*:Wounded>You wear a werewolf fur around your body. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* is leaving east, riding on a black warg. R HP:Bruised>You stop using a stone ring. You stop using a stone ring. R HP:Bruised>You put a stone ring in a small jewelry box. You put a stone ring in a small jewelry box. R HP:Bruised>You get an ivory ring from a small jewelry box. You get an ivory ring from a small jewelry box. R HP:Bruised>You slide an ivory ring on to your right ring finger. You slide an ivory ring on to your left ring finger. R HP:Bruised>They aren't here. R HP:Bruised>a They aren't here. R HP:Bruised> Kalak is entering from the south, riding on a nice pony. A nice pony enters from the south. A nice pony enters from the south. R HP:Bruised>e a Kalak searches the ground for tracks. R HP:Bruised>Bend in the Old Road Exits are: N S W Here the Old Forest Road bends south and west, on its relentless journey through the depths of Mirkwood the Great. A small path, recently used, leads off the road to the north, but fearsome sounds come from that direction, so perhaps it is best avoided. R HP:Bruised>They aren't here. R HP:Bruised>hunt n Ok, you'll try to notice fresh tracks. a R HP:Bruised>A Path Leading Off the Road Exits are: N E S A fairly well worn trail leads north-south off the Old Forest Road, into the depths of Mirkwood forest. The trail was clearly built long ago and has worn considerably, but seems again in consistent use. An escarpment rising above the trail to the west blocks any travel into the hills, and the forest looms wild to the east. The tracks of a nice pony lead south. Their condition is very clear R HP:Bruised>They aren't here. s R HP:Bruised>Bend in the Old Road Exits are: N S W Here the Old Forest Road bends south and west, on its relentless journey through the depths of Mirkwood the Great. A small path, recently used, leads off the road to the north, but fearsome sounds come from that direction, so perhaps it is best avoided. The tracks of a nice pony lead north. Their condition is fresh The tracks of a nice pony lead west. Their condition is fresh R HP:Bruised> Kalak is entering from the west, riding on a nice pony. A nice pony enters from the west. A nice pony enters from the west. R HP:Bruised>a s a They aren't here. R HP:Bruised>A Bend in the Old Forest Road Exits are: N E S W A veil of leaves, vines and thick branches of mighty trees overlay the road, casting shadows over the path. The road begins to slope up slightly towards the east, as it climbs a hill. This southward deflection in the road was designed to go around the hilly forested terrain that dominates to the north. R HP:Bruised>They aren't here. R HP:Bruised>n l Bend in the Old Road Exits are: N S W Here the Old Forest Road bends south and west, on its relentless journey through the depths of Mirkwood the Great. A small path, recently used, leads off the road to the north, but fearsome sounds come from that direction, so perhaps it is best avoided. Kalak is riding on a nice pony. A friendly little pony is here, looking well-groomed and happy. A friendly little pony is here, looking well-groomed and happy. The tracks of a nice pony lead north. Their condition is fresh The tracks of a black warg lead west. Their condition is very clear R HP:Bruised> Kalak is leaving south, riding on a nice pony. A nice pony leaves south. A nice pony leaves south. R HP:Bruised>Bend in the Old Road Exits are: N S W Here the Old Forest Road bends south and west, on its relentless journey through the depths of Mirkwood the Great. A small path, recently used, leads off the road to the north, but fearsome sounds come from that direction, so perhaps it is best avoided. You are riding on a nice pony. A friendly little pony is here, looking well-groomed and happy. The tracks of a nice pony lead north. Their condition is fresh The tracks of a nice pony lead south. Their condition is fresh The tracks of a nice pony lead south. Their condition is fresh The tracks of a nice pony lead south. Their condition is fresh R HP:Bruised>w The Old Forest Road Exits are: N E S Rolling ever on through the depths of Mirkwood Forest, the road continues here east-west. Great trees tower over the road, casting it deep into shadows and darkness. Strange sounds echo through the forest on either side of the road. The tracks of a nice pony lead east. Their condition is fresh The tracks of a nice pony lead east. Their condition is fresh R HP:Bruised>s Forest Off the Road Exits are: N E S The thick forest of Mirkwood looms about darkly, displaying all the things it is renowned for. Trees. Undergrowth. Spiders webs stretching between the trees. Really, really thick and sticky spiders' webs. The spiders that wove these must be big. The tracks of a nice pony lead north. Their condition is fresh The tracks of a nice pony lead north. Their condition is fresh R HP:Scratched> Kalak tells you 'head ivy'. R HP:Scratched>s Mirkwood Exits are: N E S Broad ferns splay their huge leaves across the forest floor, reaching the petty remnants of sunlight filtering through the dense canopy above before it reaches the ground below. Vines and creepers dangle from the trees, rolling up on the earth like tired snakes, ready to entangle any unfortunate passers-by. A forest troll is grunting here. The tracks of a nice pony lead north. Their condition is fresh The tracks of a nice pony lead north. Their condition is fresh The tracks of a nice pony lead north. Their condition is fresh R HP:Scratched>s Deep in Mirkwood Exits are: N E S W The dark tangle of trees and small parasites continues all around. The forest here seems damper than that to the north, the ground softer underfoot, and water dripping from some of the leaves. The air is heavy with the scent of vegetation and pollen, the moist air greedily consuming every sound, almost as soon as it is made. The tracks of a nice pony lead north. Their condition is fresh The tracks of a nice pony lead north. Their condition is fresh R HP:Scratched>s Forsaken Forest Exits are: N S W The unrelenting gloom of Mirkwood extends as far as the eye can see - which is only a few feet through the morass of vegetation growing here. Most of the bushes have long since died, through lack of light, but they live on, covered in lichen and fungi, their exotic fragrances filling the air. A black deer can barely be made out in the darkness here. The tracks of a nice pony lead north. Their condition is fresh The tracks of a nice pony lead north. Their condition is fresh R HP:Scratched>n n n Deep in Mirkwood Exits are: N E S W The dark tangle of trees and small parasites continues all around. The forest here seems damper than that to the north, the ground softer underfoot, and water dripping from some of the leaves. The air is heavy with the scent of vegetation and pollen, the moist air greedily consuming every sound, almost as soon as it is made. The tracks of a nice pony lead north. Their condition is fresh The tracks of a nice pony lead south. Their condition is fresh The tracks of a nice pony lead north. Their condition is fresh The tracks of a nice pony lead south. Their condition is fresh R HP:Scratched>Mirkwood Exits are: N E S Broad ferns splay their huge leaves across the forest floor, reaching the petty remnants of sunlight filtering through the dense canopy above before it reaches the ground below. Vines and creepers dangle from the trees, rolling up on the earth like tired snakes, ready to entangle any unfortunate passers-by. A forest troll is grunting here. The tracks of a nice pony lead north. Their condition is fresh The tracks of a nice pony lead south. Their condition is fresh R HP:Scratched>Forest Off the Road Exits are: N E S The thick forest of Mirkwood looms about darkly, displaying all the things it is renowned for. Trees. Undergrowth. Spiders webs stretching between the trees. Really, really thick and sticky spiders' webs. The spiders that wove these must be big. *an Uruk* is riding on a black warg. The tracks of a nice pony lead north. Their condition is fresh The tracks of a nice pony lead north. Their condition is fresh R HP:Scratched>a You attack *an Uruk*! You deeply wound *an Uruk*'s head with your slash. R HP:Scratched, *an Uruk*:Awful> You deflect *an Uruk*'s attack. R HP:Scratched, *an Uruk*:Awful>b / *an Uruk* panics, and attempts to flee! *an Uruk* panics, and attempts to flee! - \ | / You deflect *an Uruk*'s attack. - \ *an Uruk* panics, and attempts to flee! *an Uruk* panics, and attempts to flee! | / - \ Your bash at *an Uruk* sends him sprawling. R HP:Scratched, *an Uruk*:Awful>wave You wave. R HP:Scratched, *an Uruk*:Awful> You deeply wound *an Uruk*'s head with your slash. *an Uruk* is dead! R.I.P. You receive your share of experience -- 523 points. *an Uruk* stops riding a black warg. Your blood freezes as you hear Sloth's death cry. R HP:Scratched>exa cor You see nothing special.. When you look inside, you see: corpse (here) : Nothing. R HP:Scratched>bhead cor Unrecognized command. R HP:Scratched>behead cor You behead the slashed corpse of *an Uruk*. R> ----------------------------------------------------------------------- THE END -----------------------------------------------------------------------