********* Kulak Kills Vain Again! ********** r The tracks of a black warg lead down. Their condition is very clear The tracks of a black warg lead north. Their condition is very clear The tracks of a black warg lead north. Their condition is very clear The tracks of a black warg lead down. Their condition is very clear The tracks of *a Hobbit* lead down. Their condition is very clear >You attack *an Uruk*! You pierce *an Uruk*'s right hand. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves north. A black warg leaves north. A black warg leaves north. >n kk Before the entrance to the tower. Exits are: (N) S Before you stands a great oaken door, fastened to the wall with a pair of stell hinges as broad as your hand. The walls around the door are black with dust, and wet with condensation. There is a cold draft rolling across the floor from below the door, and the smell of death is strong. *an Uruk* is standing here. A dark warg stands here, its eyes glowing like a flame. A dark warg stands here, its eyes glowing like a flame. The tracks of a black warg lead south. Their condition is very clear The tracks of a black warg lead south. Their condition is very clear The tracks of *an Uruk* lead south. Their condition is very clear >You attack *an Uruk*! *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves south. A black warg leaves south. A black warg leaves south. >s kk A stairwell leading down. Exits are: N D At this end of the hallway the floor opens into a smoothly cut stair that descends below to the main floor of the keep. The steps are broad and smooth, for easy passage, but worn with time and use. The hallway here emits a powerfull odor of death that gets stronger as you move north. A hardened wraith hovers here. *an Uruk* is standing here. A dark warg stands here, its eyes glowing like a flame. A dark warg stands here, its eyes glowing like a flame. The tracks of a black warg lead north. Their condition is fresh The tracks of a black warg lead down. Their condition is very clear The tracks of a black warg lead down. Their condition is very clear The tracks of *a Hobbit* lead north. Their condition is fresh The tracks of a black warg lead north. Their condition is very clear The tracks of a black warg lead down. Their condition is very clear The tracks of a black warg lead north. Their condition is fresh >You attack *an Uruk*! You pierce *an Uruk*'s head. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves down. A black warg leaves down. A black warg leaves down. >d kk A smooth stair. Exits are: N U Before you ascends a smooth, well cut stone stairway leading up into the farthest reaches of the keep. The steps are worn smooth both by the passing of counltess feet in the years long ago, and the elements that wear down all things man creates. Above is darkness and a strange sense of forboding that is much stronger than any you have felt elsewhere in this place. *an Uruk* is standing here. A dark warg stands here, its eyes glowing like a flame. A dark warg stands here, its eyes glowing like a flame. The tracks of a black warg lead up. Their condition is very clear The tracks of a black warg lead up. Their condition is very clear The tracks of *a Hobbit* lead up. Their condition is fresh The tracks of a black warg lead up. Their condition is very clear The tracks of a black warg lead up. Their condition is very clear >You attack *an Uruk*! *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves up. A black warg leaves up. A black warg leaves up. >u kk A stairwell leading down. Exits are: N D At this end of the hallway the floor opens into a smoothly cut stair that descends below to the main floor of the keep. The steps are broad and smooth, for easy passage, but worn with time and use. The hallway here emits a powerfull odor of death that gets stronger as you move north. A hardened wraith hovers here. The tracks of a black warg lead north. Their condition is fresh The tracks of a black warg lead north. Their condition is fresh The tracks of a black warg lead down. Their condition is very clear The tracks of *a Hobbit* lead north. Their condition is fresh The tracks of a black warg lead north. Their condition is fresh The tracks of a black warg lead down. Their condition is fresh The tracks of a black warg lead down. Their condition is fresh The tracks of a black warg lead down. Their condition is very clear The tracks of *an Uruk* lead north. Their condition is fresh >They aren't here. >n Before the entrance to the tower. Exits are: (N) S Before you stands a great oaken door, fastened to the wall with a pair of stell hinges as broad as your hand. The walls around the door are black with dust, and wet with condensation. There is a cold draft rolling across the floor from below the door, and the smell of death is strong. *an Uruk* is standing here. A dark warg stands here, its eyes glowing like a flame. A dark warg stands here, its eyes glowing like a flame. The tracks of *an Uruk* lead south. Their condition is fresh The tracks of *a Hobbit* lead south. Their condition is fresh The tracks of a black 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 The tracks of *an Uruk* lead south. Their condition is very clear >kk You attack *an Uruk*! You lightly pierce *an Uruk*'s head. *an Uruk* panics, and attempts to flee! *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves south. A black warg leaves south. A black warg leaves south. >s h A stairwell leading down. Exits are: N D At this end of the hallway the floor opens into a smoothly cut stair that descends below to the main floor of the keep. The steps are broad and smooth, for easy passage, but worn with time and use. The hallway here emits a powerfull odor of death that gets stronger as you move north. A hardened wraith hovers here. *an Uruk* is standing here. A dark warg stands here, its eyes glowing like a flame. A dark warg stands here, its eyes glowing like a flame. The tracks of a black warg lead north. Their condition is fresh The tracks of a black warg lead north. Their condition is fresh The tracks of a black warg lead down. Their condition is very clear The tracks of *a Hobbit* lead north. Their condition is fresh The tracks of a black warg lead north. Their condition is fresh The tracks of a black warg lead down. Their condition is fresh The tracks of a black warg lead down. Their condition is fresh The tracks of a black warg lead down. Their condition is very clear The tracks of *a Hobbit* lead north. Their condition is fresh > >a uruk A hardened wraith attacks *an Uruk*! A hardened wraith hits *an Uruk*'s head very hard. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves north. A black warg leaves north. A black warg leaves north. >You look for somewhere safe to hide. / - \ You carefully hide yourself. Ambush who? > *an Uruk* leaves north. n >Before the entrance to the tower. Exits are: (N) S Before you stands a great oaken door, fastened to the wall with a pair of stell hinges as broad as your hand. The walls around the door are black with dust, and wet with condensation. There is a cold draft rolling across the floor from below the door, and the smell of death is strong. A dark warg stands here, its eyes glowing like a flame. A dark warg stands here, its eyes glowing like a flame. *an Uruk* is standing here. The tracks of *a Hobbit* lead south. Their condition is fresh The tracks of *a Hobbit* lead south. 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 The tracks of a black warg lead south. Their condition is fresh >s A stairwell leading down. Exits are: N D At this end of the hallway the floor opens into a smoothly cut stair that descends below to the main floor of the keep. The steps are broad and smooth, for easy passage, but worn with time and use. The hallway here emits a powerfull odor of death that gets stronger as you move north. A hardened wraith hovers here. The tracks of *an Uruk* lead north. Their condition is fresh The tracks of a black warg lead north. Their condition is fresh The tracks of *a Hobbit* lead north. Their condition is fresh The tracks of *a Hobbit* lead north. Their condition is fresh The tracks of a black warg lead north. Their condition is fresh The tracks of *an Uruk* lead north. Their condition is fresh The tracks of a black warg lead down. Their condition is very clear The tracks of a black warg lead north. Their condition is fresh >kk *an Uruk* enters from the north. A black warg enters from the north. A black warg enters from the north. >You attack *an Uruk*! You pierce *an Uruk*'s head. *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves down. A black warg leaves down. A black warg leaves down. kk > A hardened wraith attacks YOU! A hardened wraith hits your right foot very hard. HP:Scratched, a hardened wraith:Healthy>They aren't here. HP:Scratched, a hardened wraith:Healthy>d f No way! You're fighting for your life! HP:Scratched, a hardened wraith:Healthy>You pierce a hardened wraith's head. You flee head over heels. A smooth stair. Exits are: N U Before you ascends a smooth, well cut stone stairway leading up into the farthest reaches of the keep. The steps are worn smooth both by the passing of counltess feet in the years long ago, and the elements that wear down all things man creates. Above is darkness and a strange sense of forboding that is much stronger than any you have felt elsewhere in this place. HP:Scratched> Dawson chats, 'there isnt any pk worries now...there arent but like 2 or 3 uruk/orcs on prolly...least not a 25 mins ago' n HP:Scratched>The Southeastern part of a great hall. Exits are: N S W This corner of the great hall of Durgurth keep provides access to a smoothly cut stairway leading furthur up into the darkness. The air is strong with the odor of decay, and heavy with humidity. The walls, ground, and stairs are all covered in a thin layer of black dust. hunt HP:Scratched>Ok, you'll try to notice fresh tracks. HP:Scratched>n The Northeastern Part of a Great Hall Exits are: N E S W This great hall is bounded on all sides by massive stone walls that dissappear into the darkness ahead. The high vaulted ceiling is barely visiblle in the darkness, and it all smells stale and old. This chamber must have once been home to great feasts and gatherings, but now all is still. The tracks of a black warg lead south. Their condition is very clear The tracks of a black warg lead north. Their condition is very clear The tracks of *a Hobbit* lead south. Their condition is very clear The tracks of a black warg lead north. Their condition is fresh The tracks of *an Uruk* lead south. Their condition is very clear HP:Scratched>n Between the gates of Durgurth Keep Exits are: N E S W You now stand between the gates of the dark and unfriendly citadel, foul odors waft from beyond the second gate. Above the tall stone walls meet in an arch, and to the east and west, lie doorways to what must have once been guardrooms. All here is still and quiet. The tracks of a black warg lead north. Their condition is fresh The tracks of a black warg lead north. Their condition is fresh The tracks of a black warg lead south. Their condition is very clear The tracks of *an Uruk* lead south. Their condition is very clear HP:Scratched>n Before the gates of a keep. Exits are: N S You stand before the rusted metal framework that serves as the gate for this long forgotten keep. This place is surrounded by a palpable aura of death and darkness. Strange odors are blown from beyond the gates by a breeze that comes from nowhere. HP:Scratched>n A clearing. Exits are: N S The tall pine woods clear away here and give you a good view of the lands furthur south. Not far you can discern the shape of a large building of some kind through the ever present haze. There seems to be a path forming here and leading towards the structure. HP:Scratched>n Tall Pines. Exits are: N S W The pines grow tall here, stretching ever higher to catch a glimpse of the far away sun. The ground is littered with needles and small branches form the great trees. To the north the woods continue, and to the south they thin. Thick mists to the west obscure your vision. The tracks of a black warg lead north. Their condition is fresh The tracks of a black warg lead north. Their condition is fresh HP:Scratched>n 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. HP:Scratched> Clease chats, 'bet there are more than that' n HP:Scratched>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. The tracks of a black warg lead north. Their condition is fresh The tracks of a black warg lead north. Their condition is fresh The tracks of *a Hobbit* lead south. Their condition is clear HP:Scratched>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. The tracks of a black warg lead east. Their condition is fresh HP:Scratched>e A Bend in the Road Exits are: S W The Eastern Road bends south and west here, and on either side, tall pines rise up blocking passage. The forest along this stretch of road is strangely quiet, as if the animals were afraid of awakening the wrath of the dark lord himself. Perhaps it is only your imagination... The tracks of a black warg lead south. Their condition is fresh The tracks of a black warg lead south. Their condition is fresh HP:Scratched>s 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. The tracks of a black warg lead east. Their condition is fresh The tracks of a black warg lead east. Their condition is fresh HP:Scratched>e 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. A large wild dog watches you carefully. The tracks of a black warg lead east. Their condition is fresh HP:Scratched>e 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. The tracks of a black warg lead east. Their condition is fresh Dawson chats, 'how so' HP:Scratched>e 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. The tracks of a black warg lead east. Their condition is fresh The tracks of a black warg lead east. Their condition is fresh HP:Scratched>e 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. The tracks of a black warg lead north. Their condition is fresh HP:Scratched>n 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 backpack lies here. A large sack lies here. A large slice of beef lies here. A severed head of Dawson is lying here. A severed head of Bayna is lying here. A cute brown teddy bear lies on the ground. A long strip of a strange, dark fabric lies here. A robe made of black cotton lies folded on the ground. A pair of sleeves made of black cotton lies in a crumpled heap on the ground. A pair of black cotton gloves lies discarded on the ground. A pair of pants made of black cotton lies in a crumpled heap on the ground. A large piece of cotton cloth lies on the ground here. A shirt made of black cotton lies in a crumpled heap on the ground. A black deer can barely be made out in the darkness here. The tracks of a black warg lead east. Their condition is fresh HP:Scratched>e 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 lazy forest troll is here, cooking his latest kill. A lazy forest troll is here, cooking his latest kill. *an Uruk* is standing here. A dark warg stands here, its eyes glowing like a flame. A dark warg stands here, its eyes glowing like a flame. HP:Scratched>h You look for somewhere safe to hide. a uruk / *an Uruk* opens the boulder. - \ *an Uruk* leaves south. A black warg leaves south. A black warg leaves south. You carefully hide yourself. Ambush who? HP:Scratched> The boulder closes quietly. HP:Scratched> Large drops of water fall from the trees, as heavy rain falls overhead. open boulder s HP:Scratched>h Ok. HP:Scratched>The boulder closes quietly. The boulder seems to be closed. HP:Scratched>You look for somewhere safe to hide. / - \ You carefully hide yourself. Clease chats, 'only 10 on this side, which means probably more over there' HP:Scratched>open boulder s Ok. h HP:Scratched>Somebody yells 'i was linkless' A Slimy Cave Exits are: N D The air here is thick and moist, and it reeks with the stench of trolls. The walls of this dark cave are slimy with fungi, and give off their own foul stench. A huge chest can barely be made out in the corner here. A few scattered bones and tattered clothing are scattered randomly around the ground. A scimitar made of bone is lying here. A heavy, iron chest is lying here. A great, filthy beast is here, chained to an iron stake. *an Uruk* is standing here. A dark warg stands here, its eyes glowing like a flame. A dark warg stands here, its eyes glowing like a flame. HP:Scratched> *an Uruk* closes the boulder. HP:Scratched>You look for somewhere safe to hide. a uruk / - \ You carefully hide yourself. / - \ | / - \ | / - \ | / - \ | / - \ You leap from your cover towards *an Uruk*, and hit him hard! *an Uruk* panics, and attempts to flee! *an Uruk* flees head over heals! *an Uruk* leaves down. A black warg leaves down. A black warg leaves down. HP:Scratched>d kk A Slimy Crack Exits are: U Some unknown force has split the earth into two, resulting a dark crack leading down through the rock. The air here is stagnant and moist, it reeks with the stench of some beast. Slimy walls of the crack are ideal for fungus growth adding fungus spores to the already almost unbreathable air. To the above the crack seems to widen into some sort of cave. A fetid black fungus grows here, covering the ground. *an Uruk* is standing here. A dark warg stands here, its eyes glowing like a flame. A dark warg stands here, its eyes glowing like a flame. HP:Scratched> *an Uruk* leaves up. A black warg leaves up. A black warg leaves up. HP:Scratched>They aren't here. u HP:Scratched>kk A Slimy Cave Exits are: (N) D The air here is thick and moist, and it reeks with the stench of trolls. The walls of this dark cave are slimy with fungi, and give off their own foul stench. A huge chest can barely be made out in the corner here. A few scattered bones and tattered clothing are scattered randomly around the ground. A scimitar made of bone is lying here. A heavy, iron chest is lying here. A great, filthy beast is here, chained to an iron stake. *an Uruk* is standing here. A dark warg stands here, its eyes glowing like a flame. A dark warg stands here, its eyes glowing like a flame. The tracks of *a Hobbit* lead down. Their condition is fresh The tracks of a black warg lead down. Their condition is fresh HP:Scratched>You attack *an Uruk*! You lightly pierce *an Uruk*'s left arm. *an Uruk* is stunned, but will probably regain consciousness again. HP:Scratched, *an Uruk*:Dying> HP:Scratched, *an Uruk*:Awful> HP:Scratched, *an Uruk*:Awful> HP:Scratched, *an Uruk*:Awful> You pierce *an Uruk*'s body. *an Uruk* is dead! R.I.P. Your spirit increases by 46. You receive your share of experience -- 3738 points. Your blood freezes as you hear Vain's death cry. A black warg stops following *an Uruk*. A black warg stops following *an Uruk*.