*an Uruk* is entering from the west, riding on a great black steed.
A mirkwolf enters from the west.
A black warg enters from the west.

R>Ok, you'll try to notice fresh tracks.

R>kill uruk
You attack *an Uruk*!
*an Uruk* dodges your attack.

R HP:Healthy, *an Uruk*:Hurt>
You dodge *an Uruk*'s attack.

R HP:Healthy, *an Uruk*:Hurt>
*an Uruk* looks at you.

R HP:Healthy, *an Uruk*:Hurt>
You dodge *an Uruk*'s attack.
*an Uruk* issues an order.
A mirkwolf assists *an Uruk*.
A mirkwolf attacks YOU!
A mirkwolf hits your head hard.

R HP:Scratched, *an Uruk*:Hurt>
*an Uruk* dodges your attack.

R HP:Scratched, *an Uruk*:Hurt>cast 'lightning bolt'
You start to concentrate.

/-\
You dodge *an Uruk*'s attack.

|/-\cast 'lightning bolt'
|/
You deflect *an Uruk*'s attack.
Your riposte catches *an Uruk* off guard.
You pierce *an Uruk*'s head very hard.

-
You deflect a mirkwolf's attack.
Your riposte catches a mirkwolf off guard.
You pierce a mirkwolf's head hard.

\Ok.
Your lightning bolt strikes *an Uruk*, bullseye!
You start to concentrate.

/-\
You dodge *an Uruk*'s attack.

|/-\|cast 'lightning bolt'

A mirkwolf hits your head hard.
You dodge *an Uruk*'s attack.
You could not concentrate anymore!
*an Uruk* panics, and attempts to flee!
You turn to face your next enemy.
*an Uruk* flees head over heels!
*an Uruk* is leaving north, riding on a great black steed.
A black warg leaves north.

R HP:Bruised S:Surging, a mirkwolf:Scratched>You start to concentrate.

R HP:Bruised S:Powered, a mirkwolf:Bruised>cast 'lightning bolt' uruk

A mirkwolf deflects your attack.

R HP:Bruised S:Powered, a mirkwolf:Bruised>Nobody here by that name.

R HP:Bruised S:Powered, a mirkwolf:Bruised>cast 'lightning bolt' uruk
cast 'lightning bolt' uruk
Nobody here by that name.
*an Uruk* is entering from the north, riding on a great black steed.
A black warg enters from the north.

R HP:Bruised S:Powered, a mirkwolf:Bruised>
You deflect a mirkwolf's attack.
Your riposte catches a mirkwolf off guard.
You pierce a mirkwolf's head hard.
A mirkwolf deflects your attack.

R HP:Bruised S:Powered, a mirkwolf:Bruised>You start to concentrate.

/-\|/-\
*an Uruk* is leaving east, riding on a great black steed.
A black warg leaves east.

|/-\
You deflect a mirkwolf's attack.


Nobody here by that name.

R HP:Bruised S:Powered, a mirkwolf:Bruised>east
A mirkwolf deflects your attack.
No way!  You're fighting for your life!
R HP:Bruised S:Powered, a mirkwolf:Bruised>cast 'lightning bolt' uruk
Nobody here by that name.

R HP:Bruised S:Powered, a mirkwolf:Bruised>
You dodge a mirkwolf's attack.
A mirkwolf deflects your attack.
A great black steed enters from the east.
A black warg enters from the east.

R HP:Bruised S:Powered, a mirkwolf:Bruised>look
Old Forest Road    Exits are: N E S W
  The Old Forest Road continues to weave its way through the dread Mirkwood.
The thick foliage overhead appears to reach down towards travellers,
threatening them with long, sharp limbs.  The road is rocky and ill-kept,
suggesting that few travel this path these days.
You are here, fighting a mirkwolf, riding on a white horse.
A brown horse is here, gazing at you.
A mirkwolf is here, fighting YOU!
*an Uruk* (hiding) is standing here.
A great black steed snorts and stamps its feet upon the ground.
A dark warg stands here, its eyes glowing like a flame.
The tracks of a black warg lead east.  Their condition is fresh
The tracks of a great black steed lead east.  Their condition is fresh
The tracks of a black warg lead north.  Their condition is fresh
The tracks of a great black steed lead north.  Their condition is fresh

R HP:Bruised S:Powered, a mirkwolf:Bruised>cast 'lightning bolt' uruk
You start to concentrate.

/-\|
You deflect a mirkwolf's attack.
Your riposte catches a mirkwolf off guard.
You pierce a mirkwolf's head hard.

/-\|/
*an Uruk* issues an order.
A mirkwolf panics, and attempts to flee!
A mirkwolf flees head over heels!
A mirkwolf leaves east.

-\
Ok.
Your lightning bolt strikes *an Uruk*, bullseye!

R HP:Bruised S:Powered, *an Uruk*:Wounded>
You dodge *an Uruk*'s attack.

R HP:Bruised S:Powered, *an Uruk*:Wounded>
*an Uruk* dodges your attack.

R HP:Bruised S:Powered, *an Uruk*:Wounded>
You dodge *an Uruk*'s attack.

R HP:Bruised S:Powered, *an Uruk*:Wounded>cast 'lightning bolt' uruk

*an Uruk* panics, and attempts to flee!
*an Uruk* flees head over heels!
*an Uruk* leaves south.
A great black steed leaves south.
A black warg leaves south.

R HP:Bruised S:Powered>Nobody here by that name.

R HP:Bruised S:Powered>south
Dark Forest    Exits are: N E S
  The ancient trees of the Mirkwood stand all around, dark shapes against an
even deeper darkness.  Various sounds echo throughout the woods, some common,
some strange.  A thin mist lingers in the air and thick moss grows upon the
mighty trunks.  A wolf howls somewhere in the distance.
*an Uruk* is standing here.
A great black steed stamps its feet upon the ground.
A dark warg stands here, its eyes glowing like a flame.

R HP:Bruised S:Powered>kill uruk
You attack *an Uruk*!
*an Uruk* deflects your attack.

R HP:Bruised S:Powered, *an Uruk*:Wounded>
You deflect *an Uruk*'s attack.
Your riposte catches *an Uruk* off guard.
You pierce *an Uruk*'s head hard.

R HP:Bruised S:Powered, *an Uruk*:Wounded>
*an Uruk* panics, and attempts to flee!
*an Uruk* flees head over heels!
*an Uruk* leaves north.
A great black steed leaves north.
A black warg leaves north.

R HP:Bruised S:Powered>north

A great black steed enters from the north.
A black warg enters from the north.

R HP:Bruised S:Powered>kill uruk
Old Forest Road    Exits are: N E S W
  The Old Forest Road continues to weave its way through the dread Mirkwood.
The thick foliage overhead appears to reach down towards travellers,
threatening them with long, sharp limbs.  The road is rocky and ill-kept,
suggesting that few travel this path these days.
The tracks of a great black steed lead south.  Their condition is fresh
The tracks of a black warg lead south.  Their condition is fresh
The tracks of a great black steed lead east.  Their condition is fresh
The tracks of a brown horse lead south.  Their condition is fresh
The tracks of *an Uruk* lead south.  Their condition is fresh

R HP:Bruised S:Powered>south
kill uruk
They aren't here.

R HP:Bruised S:Powered>Dark Forest    Exits are: N E S
  The ancient trees of the Mirkwood stand all around, dark shapes against an
even deeper darkness.  Various sounds echo throughout the woods, some common,
some strange.  A thin mist lingers in the air and thick moss grows upon the
mighty trunks.  A wolf howls somewhere in the distance.
*an Uruk* (hiding) (busy) is standing here.
A great black steed snorts and stamps its feet upon the ground.
A dark warg stands here, its eyes glowing like a flame.
The tracks of a great black steed 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 brown horse lead north.  Their condition is fresh

R HP:Bruised S:Powered>You attack *an Uruk*!
*an Uruk* dodges your attack.

R HP:Bruised S:Powered, *an Uruk*:Wounded>
You dodge *an Uruk*'s attack.

R HP:Bruised S:Powered, *an Uruk*:Wounded>
You dodge *an Uruk*'s attack.

R HP:Bruised S:Powered, *an Uruk*:Wounded>
*an Uruk* deflects your attack.
*an Uruk*'s riposte catches you off guard.
*an Uruk* pierces your head hard.
*an Uruk* panics, and attempts to flee!
*an Uruk* flees head over heels!
*an Uruk* leaves east.
A great black steed leaves east.
A black warg leaves east.

R HP:Bruised S:Powered>east
kill uruk
Dark Forest    Exits are: N S W
  All around stand dark, ancient trees.  This is the Mirkwood Forest, home to
many strange creatures both fair and foul.  Stories and myths abound of its
horrors and one is inclined to believe them when visiting it firsthand.  Odd
scuffling and other noises drift through the still air.
*an Uruk* is standing here.
A great black steed snorts and stamps its feet upon the ground.
A dark warg stands here, its eyes glowing like a flame.

R HP:Bruised S:Powered>
A great black steed leaves west.
A black warg leaves west.

R HP:Bruised S:Powered>They aren't here.

R HP:Bruised S:Powered>west
kill uruk
Dark Forest    Exits are: N E S
  The ancient trees of the Mirkwood stand all around, dark shapes against an
even deeper darkness.  Various sounds echo throughout the woods, some common,
some strange.  A thin mist lingers in the air and thick moss grows upon the
mighty trunks.  A wolf howls somewhere in the distance.
*an Uruk* (busy) is standing here.
A great black steed snorts and stamps its feet upon the ground.
A dark warg stands here, its eyes glowing like a flame.
The tracks of a great black steed lead north.  Their condition is fresh
The tracks of a black warg lead north.  Their condition is fresh
The tracks of a brown horse lead east.  Their condition is fresh
The tracks of a great black steed lead east.  Their condition is fresh
The tracks of *an Uruk* lead east.  Their condition is fresh
The tracks of a black warg lead east.  Their condition is fresh

R HP:Bruised S:Powered>You attack *an Uruk*!
*an Uruk* deflects your attack.

R HP:Bruised S:Powered, *an Uruk*:Wounded>
*an Uruk* panics, and attempts to flee!
*an Uruk* flees head over heels!
*an Uruk* leaves east.
A great black steed leaves east.
A black warg leaves east.

R HP:Bruised S:Powered>east
kill uruk
Dark Forest    Exits are: N S W
  All around stand dark, ancient trees.  This is the Mirkwood Forest, home to
many strange creatures both fair and foul.  Stories and myths abound of its
horrors and one is inclined to believe them when visiting it firsthand.  Odd
scuffling and other noises drift through the still air.
*an Uruk* is standing here.
A great black steed snorts and stamps its feet upon the ground.
A dark warg stands here, its eyes glowing like a flame.
The tracks of a great black steed lead west.  Their condition is fresh
The tracks of a white horse lead west.  Their condition is fresh
The tracks of a brown horse lead west.  Their condition is fresh

R HP:Bruised S:Powered>
A great black steed leaves north.
A black warg leaves north.

R HP:Bruised S:Powered>They aren't here.

R HP:Bruised S:Powered>north
kill uruk
Old Forest Road    Exits are: N E S W
  Dark, ancient trees line the road, standing as powerful guardians of the
forest. Black-haired squirrels dance in the treetops, slipping out of sight at
the sign of visitors to these dark woods.  The road continues to the east and
west.
A massive mirkwolf stares at you through blood red eyes.
*an Uruk* (hiding) is standing here.
A great black steed snorts and stamps its feet upon the ground.
A dark warg stands here, its eyes glowing like a flame.
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 brown horse lead east.  Their condition is very clear
The tracks of a great black steed lead west.  Their condition is fresh

R HP:Bruised S:Powered>
The dark cloudy sky makes it difficult to see far down the road.
A great black steed stops following *an Uruk*.
*an Uruk* mounts a great black steed and starts riding him.

R HP:Bruised S:Powered>
*an Uruk* is leaving north, riding on a great black steed.
A mirkwolf leaves north.
A black warg leaves north.

R HP:Bruised S:Powered>They aren't here.

R HP:Bruised S:Powered>north
kill uruk
Dark Forest    Exits are: S W
  A light mist obscures the soft ground and the thick foliage overhead blocks
the view of the sky.  Tall, dark trees stand all around as guardians of
Mirkwood, silently watching all who travel here.  A pair of yellow eyes blink
to life briefly before vanishing into the shadows.
*an Uruk* is riding on a great black steed.
A massive mirkwolf stares at you through blood red eyes.
A dark warg stands here, its eyes glowing like a flame.

R HP:Bruised S:Powered>
*an Uruk* is leaving west, riding on a great black steed.
A mirkwolf leaves west.
A black warg leaves west.

R HP:Bruised S:Powered>They aren't here.

R HP:Bruised S:Powered>west
kill uruk
Dark Forest    Exits are: N E S W
  No light filters through the thick overhead canopy, causing the forest to
be cast into utter darkness. The sound of animals moving through the thick
layer of leaves can be heard all around, causing an eerie feeling of being
watched. A little to the south, a road can be seen snaking its way through the
forest.
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 mirkwolf lead south.  Their condition is fresh
The tracks of a great black steed lead north.  Their condition is very clear
The tracks of a great black steed lead south.  Their condition is very clear
The tracks of a great black steed lead south.  Their condition is very clear

R HP:Bruised S:Powered>They aren't here.

R HP:Bruised S:Powered>south
Old Forest Road    Exits are: N E S W
  The Old Forest Road continues to weave its way through the dread Mirkwood.
The thick foliage overhead appears to reach down towards travellers,
threatening them with long, sharp limbs.  The road is rocky and ill-kept,
suggesting that few travel this path these days.
The tracks of a great black steed lead south.  Their condition is very clear
The tracks of a brown horse lead south.  Their condition is very clear
The tracks of a black warg lead south.  Their condition is very clear
The tracks of a great black steed lead east.  Their condition is very clear
The tracks of a great black steed lead east.  Their condition is fresh
The tracks of a great black steed lead north.  Their condition is very clear

R HP:Bruised S:Powered>south
Dark Forest    Exits are: N E S
  The ancient trees of the Mirkwood stand all around, dark shapes against an
even deeper darkness.  Various sounds echo throughout the woods, some common,
some strange.  A thin mist lingers in the air and thick moss grows upon the
mighty trunks.  A wolf howls somewhere in the distance.
The tracks of a great black steed lead north.  Their condition is very clear
The tracks of *an Uruk* lead east.  Their condition is very clear
The tracks of a black warg lead north.  Their condition is very clear
The tracks of a brown horse lead east.  Their condition is very clear
The tracks of a great black steed lead east.  Their condition is very clear
The tracks of a black warg lead east.  Their condition is very clear
The tracks of a white horse lead east.  Their condition is very clear

R HP:Bruised S:Powered>east
Dark Forest    Exits are: N S W
  All around stand dark, ancient trees.  This is the Mirkwood Forest, home to
many strange creatures both fair and foul.  Stories and myths abound of its
horrors and one is inclined to believe them when visiting it firsthand.  Odd
scuffling and other noises drift through the still air.
The tracks of a great black steed lead west.  Their condition is very clear
The tracks of a black warg lead west.  Their condition is very clear
The tracks of *an Uruk* lead north.  Their condition is very clear
The tracks of a great black steed lead north.  Their condition is very clear
The tracks of a brown horse lead north.  Their condition is very clear

R HP:Bruised S:Powered>north
Old Forest Road    Exits are: N E S W
  Dark, ancient trees line the road, standing as powerful guardians of the
forest. Black-haired squirrels dance in the treetops, slipping out of sight at
the sign of visitors to these dark woods.  The road continues to the east and
west.
The tracks of a mirkwolf lead north.  Their condition is fresh
The tracks of a white horse lead north.  Their condition is fresh
The tracks of a great black steed lead west.  Their condition is very clear
The tracks of a black warg lead east.  Their condition is fresh

R HP:Bruised S:Powered>north
Dark Forest    Exits are: S W
  A light mist obscures the soft ground and the thick foliage overhead blocks
the view of the sky.  Tall, dark trees stand all around as guardians of
Mirkwood, silently watching all who travel here.  A pair of yellow eyes blink
to life briefly before vanishing into the shadows.
The tracks of a brown horse lead west.  Their condition is fresh
The tracks of a mirkwolf lead west.  Their condition is fresh
The tracks of a white horse lead west.  Their condition is fresh

R HP:Bruised S:Powered>west
Dark Forest    Exits are: N E S W
  No light filters through the thick overhead canopy, causing the forest to
be cast into utter darkness. The sound of animals moving through the thick
layer of leaves can be heard all around, causing an eerie feeling of being
watched. A little to the south, a road can be seen snaking its way through the
forest.
The tracks of a brown horse lead south.  Their condition is fresh
The tracks of a black warg lead south.  Their condition is fresh
The tracks of a mirkwolf lead south.  Their condition is fresh
The tracks of a great black steed lead north.  Their condition is very clear
The tracks of a great black steed lead south.  Their condition is fresh
The tracks of a white horse lead south.  Their condition is fresh
The tracks of a great black steed lead south.  Their condition is very clear

R HP:Bruised S:Powered>west
Dark Forest by the Road    Exits are: N E S W
  You stand by the great road which lies to the south.  The forest here is
quite barren, yet you can hear incredibly loud screetching and shuffling
noises coming from this area.  Dense foliage and forest surrounds you in all
directions.  Carefully observing the ground you notice a large number of
footprints and a set of huge footprints, seemingly mixed in some sort of a
struggle.

R HP:Bruised S:Powered>look
Dark Forest by the Road    Exits are: N E S W
  You stand by the great road which lies to the south.  The forest here is
quite barren, yet you can hear incredibly loud screetching and shuffling
noises coming from this area.  Dense foliage and forest surrounds you in all
directions.  Carefully observing the ground you notice a large number of
footprints and a set of huge footprints, seemingly mixed in some sort of a
struggle.
You are riding on a white horse.
A brown horse is here, gazing at you.

R HP:Bruised S:Powered>east
Dark Forest    Exits are: N E S W
  No light filters through the thick overhead canopy, causing the forest to
be cast into utter darkness. The sound of animals moving through the thick
layer of leaves can be heard all around, causing an eerie feeling of being
watched. A little to the south, a road can be seen snaking its way through the
forest.
The tracks of a brown horse lead west.  Their condition is fresh
The tracks of a white horse lead west.  Their condition is fresh
The tracks of a great black steed lead north.  Their condition is very clear
The tracks of a great black steed lead south.  Their condition is fresh
The tracks of a white horse lead south.  Their condition is fresh
The tracks of a great black steed lead south.  Their condition is very clear

R HP:Bruised S:Powered>south
Old Forest Road    Exits are: N E S W
  The Old Forest Road continues to weave its way through the dread Mirkwood.
The thick foliage overhead appears to reach down towards travellers,
threatening them with long, sharp limbs.  The road is rocky and ill-kept,
suggesting that few travel this path these days.
The tracks of a great black steed lead south.  Their condition is very clear
The tracks of a black warg lead east.  Their condition is fresh
The tracks of a white horse lead south.  Their condition is fresh
The tracks of a great black steed lead east.  Their condition is very clear
The tracks of a great black steed lead east.  Their condition is fresh
The tracks of a brown horse lead south.  Their condition is very clear
The tracks of *an Uruk* lead south.  Their condition is very clear

R HP:Bruised S:Surging>east
Old Forest Road    Exits are: N E S W
  Dark, ancient trees line the road, standing as powerful guardians of the
forest. Black-haired squirrels dance in the treetops, slipping out of sight at
the sign of visitors to these dark woods.  The road continues to the east and
west.
The tracks of a white horse lead north.  Their condition is fresh
The tracks of a black warg lead north.  Their condition is fresh
The tracks of *an Uruk* lead west.  Their condition is very clear
The tracks of a brown horse lead north.  Their condition is fresh
The tracks of a brown horse lead east.  Their condition is clear
The tracks of a great black steed lead east.  Their condition is fresh

R HP:Bruised S:Surging>east
Old Forest Road    Exits are: E W
  To the north and south, the trees crowd the road in a towering wall of
darkness, their limbs grab at travellers as they pass by.  They form a sort of
tunnel through the forest in which one is forced to keep to the road.  There
appears to be a turn in the road to the east.
The tracks of a black warg lead west.  Their condition is clear
The tracks of a black warg lead east.  Their condition is fresh
The tracks of a mirkwolf lead west.  Their condition is clear
The tracks of a white horse lead west.  Their condition is very clear
The tracks of a mirkwolf lead east.  Their condition is fresh
The tracks of a great black steed lead west.  Their condition is clear
The tracks of a great black steed lead east.  Their condition is fresh

R HP:Bruised S:Surging>east
Bend in the Old Forest Road    Exits are: S W
  The Old Forest Road bends to the south and to the west here.  The thick
forest prevents travel to the east while movement to the north is hampered by
thick brush.  Few appear to travel this road anymore, as stones and various
weeds push their way through the hard-packed ground.
*an Orc* is riding on a black warg.
*an Orc* is riding on a black warg.
*an Orc* (busy) is riding on a black warg.
*an Orc* is riding on a black warg.
The tracks of a black warg lead west.  Their condition is clear
The tracks of a mirkwolf lead south.  Their condition is fresh
The tracks of a mirkwolf lead west.  Their condition is clear
The tracks of a black warg lead south.  Their condition is fresh
The tracks of a great black steed lead south.  Their condition is fresh

R HP:Bruised S:Surging>kill uruk
They aren't here.

R HP:Bruised S:Surging>south
Bend in the Old Forest Road    Exits are: N E
  Turning to the north and west, the Old Forest Road continues its way
through the mysterious Mirkwood Forest.  The woods are extremely thick here
and prevent travel off the road, guiding one in only one direction.  The trees
seem to leer at passerbys, a sense of malignant intelligence surrounding them.
The tracks of a brown horse lead north.  Their condition is very clear
The tracks of a black warg lead east.  Their condition is fresh
The tracks of a black warg lead north.  Their condition is fresh
The tracks of a white horse lead north.  Their condition is very clear
The tracks of a black warg lead north.  Their condition is fresh
The tracks of a mirkwolf lead east.  Their condition is fresh
The tracks of a black warg lead north.  Their condition is fresh
The tracks of *an Uruk* lead east.  Their condition is fresh

R HP:Bruised S:Surging>east
Old Forest Road    Exits are: E W
  Tall stands of black grass grow in thick clumps in the road, a testimony to
  Tall stands of black grass grow in thick clumps in the road, a testimony to
its absence of travellers these days.  The dark boughs overhead form a sort of
canopy blocking sunlight from striking the ground during the day.  The road
continues to the east and west.
*an Uruk* (hiding) is standing here.
A great black steed snorts and stamps its feet upon the ground.
A massive mirkwolf stares at you through blood red eyes.
A dark warg stands here, its eyes glowing like a flame.
The tracks of a black warg lead west.  Their condition is clear
The tracks of a black warg lead west.  Their condition is fresh
The tracks of a black warg lead west.  Their condition is fresh
The tracks of a black warg lead west.  Their condition is fresh

R HP:Bruised S:Surging>
You are stunned as *an Uruk* leaps from his hiding place and hits you hard!

R HP:Hurt S:Surging, *an Uruk*:Wounded>
You dodge *an Uruk*'s attack.

kill uruk
R HP:Hurt S:Surging, *an Uruk*:Wounded>You do the best you can!

R HP:Hurt S:Surging, *an Uruk*:Wounded>
*an Uruk* deflects your attack.
*an Uruk*'s riposte catches you off guard.
*an Uruk* pierces your head.

R HP:Hurt S:Surging, *an Uruk*:Wounded>
You deflect *an Uruk*'s attack.
Your riposte catches *an Uruk* off guard.
You pierce *an Uruk*'s head.

R HP:Hurt S:Surging, *an Uruk*:Wounded>
*an Uruk* issues an order.
A mirkwolf assists *an Uruk*.
A mirkwolf attacks YOU!
You deflect a mirkwolf's attack.
Your riposte catches a mirkwolf off guard.
You pierce a mirkwolf's head.

R HP:Hurt S:Surging, *an Uruk*:Wounded>
*an Uruk* dodges your attack.

R HP:Hurt S:Surging, *an Uruk*:Wounded>cast 'lightning bolt'
You start to concentrate.

/
You dodge *an Uruk*'s attack.

-\|/-cast 'lightning bolt'
\
You dodge *an Uruk*'s attack.

|/
You dodge a mirkwolf's attack.

-\Ok.
Your lightning bolt strikes *an Uruk*, bullseye!
You start to concentrate.

/-
You deflect *an Uruk*'s attack.

\|
*an Uruk* issues an order.
A mirkwolf kicks you in the shin, OUCH!


You could not concentrate anymore!

R HP:Hurt S:Powered, *an Uruk*:Bloodied>cast 'lightning bolt'

*an Uruk* panics, and attempts to flee!
You turn to face your next enemy.
*an Uruk* flees head over heels!
*an Uruk* leaves west.
A great black steed leaves west.
A black warg leaves west.

R HP:Hurt S:Powered, a mirkwolf:Bruised>You dodge a mirkwolf's attack.
You start to concentrate.

/-\|
/You could not concentrate anymore!
A great black steed enters from the west.
A black warg enters from the west.

R HP:Hurt S:Powered, a mirkwolf:Bruised>
A mirkwolf deflects your attack.

R HP:Hurt S:Powered, a mirkwolf:Bruised>cast 'lightning bolt' uruk
You deflect a mirkwolf's attack.
You start to concentrate.

/-
*an Uruk* attacks YOU!
You dodge *an Uruk*'s attack.

\|/-
*an Orc* is entering from the west, riding on a black warg.
*an Orc* is entering from the west, riding on a black warg.
*an Orc* is entering from the west, riding on a black warg.
*an Orc* is entering from the west, riding on a black warg.
*an Uruk* panics, and attempts to flee!
*an Uruk* flees head over heels!
*an Uruk* leaves east.
A great black steed leaves east.
A black warg leaves east.

cast 'lightning bolt' uruk
\|
*an Orc* utters a strange command, 'cone of cold'
A frozen cone sent by *an Orc* makes your body numb!

Nobody here by that name.
Nobody here by that name.

R HP:Wounded S:Powered, a mirkwolf:Bruised>
A mirkwolf deflects your attack.

R HP:Wounded S:Powered, a mirkwolf:Bruised>
You deflect a mirkwolf's attack.
Your riposte catches a mirkwolf off guard.
You pierce a mirkwolf's head hard.

R HP:Wounded S:Powered, a mirkwolf:Bruised>flee

*an Orc* issues an order.
*an Orc* assists *an Orc*.
*an Orc* attacks YOU!
You deflect *an Orc*'s attack.
*an Orc* assists *an Orc*.
*an Orc* attacks YOU!
You deflect *an Orc*'s attack.
*an Orc* assists *an Orc*.
*an Orc* attacks YOU!
You deflect *an Orc*'s attack.

R HP:Wounded S:Powered, a mirkwolf:Bruised>You dodge *an Orc*'s attack.
You flee head over heels.
Bending Old Forest Road    Exits are: N E W
  The venerable road bends from the west to the north here, winding its way
slowly through the enormity of Mirkwood Forest. The road is slightly overgrown
here, the forest ever-encroaching onto the smooth cobbles. The canopy overhead
shelters the road from the harsh sun, and casts a green tainted shadow over
the grey rock.
*an Uruk* is standing here.
A great black steed snorts and stamps its feet upon the ground.
A dark warg stands here, its eyes glowing like a flame.

R HP:Wounded S:Powered>west
west
Old Forest Road    Exits are: E W
  Tall stands of black grass grow in thick clumps in the road, a testimony to
its absence of travellers these days.  The dark boughs overhead form a sort of
canopy blocking sunlight from striking the ground during the day.  The road
continues to the east and west.
A massive mirkwolf stares at you through blood red eyes.
*an Orc* is riding on a black warg.
*an Orc* is riding on a black warg.
*an Orc* is riding on a black warg.
*an Orc* is riding on a black warg.
*an Orc* is leaving west, riding on a black warg.
*an Orc* is leaving west, riding on a black warg.
*an Orc* is leaving west, riding on a black warg.
*an Orc* is leaving west, riding on a black warg.

R HP:Wounded S:Powered>Bend in the Old Forest Road    Exits are: N E
  Turning to the north and west, the Old Forest Road continues its way
through the mysterious Mirkwood Forest.  The woods are extremely thick here
and prevent travel off the road, guiding one in only one direction.  The trees
seem to leer at passerbys, a sense of malignant intelligence surrounding them.
*an Orc* is riding on a black warg.
*an Orc* is riding on a black warg.
*an Orc* is riding on a black warg.
*an Orc* is riding on a black warg.

R HP:Wounded S:Powered>
*an Orc* attacks YOU!

R HP:Wounded S:Powered, *an Orc*:Scratched>
*an Orc* deflects your attack.

R HP:Wounded S:Powered, *an Orc*:Scratched>flee

*an Orc* issues an order.
*an Orc* assists *an Orc*.
*an Orc* attacks YOU!
*an Orc* assists *an Orc*.
*an Orc* attacks YOU!
*an Orc* assists *an Orc*.
*an Orc* attacks YOU!

R HP:Wounded S:Powered, *an Orc*:Scratched>You flee head over heels.
Bend in the Old Forest Road    Exits are: S W
  The Old Forest Road bends to the south and to the west here.  The thick
forest prevents travel to the east while movement to the north is hampered by
thick brush.  Few appear to travel this road anymore, as stones and various
weeds push their way through the hard-packed ground.

R HP:Wounded S:Powered>
*an Orc* is entering from the south, riding on a black warg.
*an Orc* is entering from the south, riding on a black warg.
*an Orc* is entering from the south, riding on a black warg.
*an Orc* is entering from the south, riding on a black warg.

R HP:Wounded S:Powered>west

*an Orc* attacks YOU!
You dodge *an Orc*'s attack.
R HP:Wounded S:Powered, *an Orc*:Scratched>west

*an Orc* deflects your attack.

west
R HP:Wounded S:Powered, *an Orc*:Scratched>No way!  You're fighting for your life!
*an Orc* issues an order.
*an Orc* assists *an Orc*.
*an Orc* attacks YOU!
You deflect *an Orc*'s attack.
*an Orc* assists *an Orc*.
*an Orc* attacks YOU!
You dodge *an Orc*'s attack.
*an Orc* assists *an Orc*.
*an Orc* attacks YOU!
You deflect *an Orc*'s attack.

flee
R HP:Wounded S:Powered, *an Orc*:Healthy>No way!  You're fighting for your life!

R HP:Wounded S:Powered, *an Orc*:Healthy>west
west
No way!  You're fighting for your life!

R HP:Wounded S:Powered, *an Orc*:Healthy>You flee head over heels.
Old Forest Road    Exits are: E W
  To the north and south, the trees crowd the road in a towering wall of
darkness, their limbs grab at travellers as they pass by.  They form a sort of
tunnel through the forest in which one is forced to keep to the road.  There
appears to be a turn in the road to the east.
*an Orc* is entering from the east, riding on a black warg.
*an Orc* is entering from the east, riding on a black warg.
*an Orc* is entering from the east, riding on a black warg.
*an Orc* is entering from the east, riding on a black warg.

R HP:Wounded S:Powered>Old Forest Road    Exits are: N E S W
  Dark, ancient trees line the road, standing as powerful guardians of the
forest. Black-haired squirrels dance in the treetops, slipping out of sight at
the sign of visitors to these dark woods.  The road continues to the east and
west.

R HP:Wounded S:Powered>Old Forest Road    Exits are: N E S W
  The Old Forest Road continues to weave its way through the dread Mirkwood.
The thick foliage overhead appears to reach down towards travellers,
threatening them with long, sharp limbs.  The road is rocky and ill-kept,
suggesting that few travel this path these days.

R HP:Wounded S:Powered>west
west
west
west
Old Forest Road    Exits are: N E W
  The road is fairly rough here, and continues in its twisting fashion. All
around, the trees sway and twist in the darkness that the forest has created.
Howling noises grow loud and can be heard to the north, quite close to your
present location.

R HP:Wounded S:Powered>Old Forest Road    Exits are: E W
  The ancient road runs fairly steadily east-west here, and is in very bad
repair.  Large stones and rocks, presumably deposited here during storms and
floods have made the going quite tough.  Merchant carts must have a rough time
navigating this road.

R HP:Wounded S:Powered>Old Forest Road    Exits are: N E
  The road continues to twist its way amongst the trees, here turning north
and east.  Dark forests stretch on both sides of the road, and the occasional
movement in the foliage is noticable. The silence is somewhat unbearable.

R HP:Wounded S:Powered>You cannot go that way.
R HP:Wounded S:Powered>north
west
north
The Road Bends    Exits are: N S W
  The Old Forest Road bends here, going west and south.  A dank, smelly path
leads north from here, the reek coming from it almost nauseating.  There is an
unwholesome feeling in the air.

R HP:Wounded S:Powered>The Road Bends    Exits are: N E W
  Here, the road bends to the east, leading on into the dark, dismal forest.
A small dirt path can be seen heading into the forest, to the west; faint
growls come from that direction.

north
R HP:Wounded S:Powered>The Narrowing Road    Exits are: N S
  Nothing can be seen on either side of the road as it streches north to
south here, except for the faint glow of insect eyes flittering in the dense
forest.  The trees hang over the narrowing road, blocking out all light.

R HP:Wounded S:Powered>Old Forest Road    Exits are: S W
  Trudging on through the forest like a weary adventurer, the road bends to
the north and east from here. Everything around the road is dark, barely
showing the outlines of the dark trees hanging overneath, grasping at any who
dare show themselves.

R HP:Wounded S:Powered>west
north
Old Forest Road    Exits are: N E
  The road continues on its course through the forest.  No light penetrates
the trees here; an inky darkness surrounds everything. Growls come from the
side of the road, menacing and terrible in an otherwise silent void.  The
bones of a previous adventurer lying by the side of the road remind you that
danger lurks nearby.

R HP:Wounded S:Powered>Old Forest Road    Exits are: N S W
  Here, the road bends west and south, the darkness obscuring anything that
might lie in wait for the unready adventurer. Small creatures scuffle through
the dense forest, vanishing without a trace into the eerie blackness.

R HP:Wounded S:Powered>west
The sun rises, its first rays lighting the road.
The dark cloudy sky makes it difficult to see far down the road.
Rising Road    Exits are: E S W
  The Road rises slightly before leveling off as it turns to the east.  The
dense, dark trees still hover close to the path and seem to press down on any
who travel through here.  Lichen covers the trunks of the massive trees and
vines hang from their branches.

R HP:Wounded S:Powered>west
west
Off the Road    Exits are: E S W
  Through the thin underbrush to the east and south, one can just barely make
out what appears to be a road travelling through the forest.  In the other
directions, the dark forest continues to stand silent and still.  The deep
silence is broken momentarily as an inky shadow crashes through the brush and
disappears.

R HP:Wounded S:Powered>Sharp Thorns    Exits are: E W
  To the south, a wall of brambles with thorns as long as a human thumb stand
ready to prevent anyone from passing through the forest in that direction.  A
sound cries out in the distance, similar to that of a crow.  All is quiet
throughout the Mirkwood afterwards.

R HP:Wounded S:Powered>sc
You have 103/250 hit, 62/86 stamina, 173/201 moves, 4879 spirit.
OB: 80, DB: 83, PB: 95, Speed: 41, Gold: 140, XP Needed: 14K.

R HP:Wounded S:Powered>west
west
Black Barked Tree    Exits are: E S W
  A tall oak stands here by itself.  The other trees grow some distance away
from it, as if they fear it.  Its rough hide is the darkest shade of grey and
its many branches spread leafless into the air.  Judging by its enormous
girth, one would guess it to be quite old.
A dark craban sits perched in a tree here.
A dark craban sits perched in a tree here.
A dark craban sits perched in a tree here.

R HP:Wounded S:Powered>Mirkwood Forest    Exits are: N E S W
  The forest grows denser as one travels further eastward.  The thick foliage
chokes back any light that might otherwise reach the floor of the forest.
Black squirrels can seen scampering within the branches and racing up the
trunks of the massive trees.

R HP:Wounded S:Powered>cast 'cure self'
You start to concentrate.

|/-\|/-\south
|/-\|/west
-north
\west
|
*an Orc* (busy) is entering from the east, riding on a black warg.
*an Orc* is entering from the east, riding on a black warg.
*an Orc* is entering from the east, riding on a black warg.
*an Orc* is entering from the east, riding on a black warg.

/-\|/
*an Orc* attacks YOU!
You dodge *an Orc*'s attack.

-\
*an Orc* issues an order.
*an Orc* assists *an Orc*.
*an Orc* attacks YOU!
*an Orc* attacks YOU!
You deflect *an Orc*'s attack.
Your riposte catches *an Orc* off guard.
You pierce *an Orc*'s head hard.
*an Orc* assists *an Orc*.
*an Orc* attacks YOU!
You dodge *an Orc*'s attack.
*an Orc* assists *an Orc*.
*an Orc* attacks YOU!
You deflect *an Orc*'s attack.

Ok.
You feel better.
No way!  You're fighting for your life!

R HP:Hurt S:Powered, *an Orc*:Healthy>*an Orc* deflects your attack.
No way!  You're fighting for your life!

R HP:Hurt S:Powered, *an Orc*:Healthy>No way!  You're fighting for your life!

R HP:Hurt S:Powered, *an Orc*:Healthy>No way!  You're fighting for your life!

R HP:Hurt S:Powered, *an Orc*:Healthy>flee
*an Orc* deflects your attack.
You flee head over heels.
Mirkwood Forest    Exits are: N S W
  A pair of yellow glowing eyes flicker to life briefly before fading away
into the gloom of the Mirkwood, accompanied shortly thereafter by a distant
howl.  The snap of a dry branch nearby gives away the presence of an unseen
traveller through these woods.
A huge wolf stares at you intently.

R HP:Hurt S:Powered>north

*an Orc* is entering from the north, riding on a black warg.
*an Orc* (busy) 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.

R HP:Hurt S:Powered>west
Mirkwood Forest    Exits are: N E S W
  The forest grows denser as one travels further eastward.  The thick foliage
chokes back any light that might otherwise reach the floor of the forest.
Black squirrels can seen scampering within the branches and racing up the
trunks of the massive trees.

R HP:Hurt S:Powered>Mirkwood Forest    Exits are: E S
  The forest seems more open here despite the lack of sky or natural light.
Very few bushes or shrubs have managed to get a foothold in this dark place,
leaving the feeling of openess. To the west a steep incline in the ground
prevents travel in that direction, though from what can be seen the forest
continues off there as it does in every other direction.

R HP:Hurt S:Powered>south
west
west
Watchful Forest    Exits are: N E S W
  The trees here cast odd shadows from their straight trunks, often taking on
the form of some vague beast or creature. There is a strange feeling that
something is watching carefully, not too far away, but not too near, as if
they were carefully scoping out a potential enemy, or prey. The forest
continues its dark reign in every direction.
A black rabbit scurries about.

R HP:Hurt S:Powered>west
Mirkwood Forest    Exits are: N E S W
  Tall trees rise up out of the dark earth like massive pillars to the roof
of green above. Dark shadows rear between the many massive tree-trunks, giving
this forest an odd feeling of creepy watchfulness. The forest continues like
this off into every direction, save to the west. In that direction the forest
becomes more choked with underbursh.

R HP:Hurt S:Powered>Near the Road    Exits are: N E S
  The underbrush grows quite thick here, perhaps the reason why the road to
the south turns away from here. To the west a large fallen tree blocks travel
in that direction. However, to the east and north the forest seems to open up
greatly, though the light grows even more dim as the thick canopy closes more
tightly overhead.
A hunched forest troll moves around here, arms dragging on the ground.
A grey tree snake slithers about.

R HP:Hurt S:Powered>You cannot go that way.

R HP:Hurt S:Powered>south
west
west
Twisting Forest Road    Exits are: N E S W
  A dense tangle of brush and trees to the north forces the road to bend to
the west, where the passage seems easier. To the east lies more forest,
cloaked in impenetrable darkness. While to the south the Old Forest road leads
off in twisting like a serpent to avoid the large swamp that lies to the south
and west.
A black squirrel can barely be seen on a tree here.
A black rabbit scurries about.

R HP:Hurt S:Powered>Twisting Forest Road    Exits are: N E W
  The road twists to the north and east here as it winds its way around the
swamp to the south-west. The many ruts in the road indicate that it is well
travelled, though in slight disrepair.To the west lies a dark stand of trees,
their dense ranks shielding the swamp from sight. To the south a wall of tree
roots from collapsed trees prevents passage into that part of the forest.
A black squirrel can barely be seen on a tree here.

R HP:Hurt S:Powered>At the Swamp's Edge    Exits are: N E
  The trees here are tangled up with a tremendous amount of underbrush and
weeds. The ground is very soft and squishy, and it gives off a sickly odour
when stepped upon. To the north and east a road can barely be seen through the
trees, while to the south and west an impenatrable wall of brush and reeds
hides a large swamp.

R HP:Hurt S:Powered>north
west
west
A Straight Stretch    Exits are: N E S W
  Dark walls of trees line the road to the north and south as it runs
east-west here. The road is so straight that it can be seen running in the
same direction for some distance. Small flies dart from the weeds that grow in
the centre of the road to chew on any traveller that chances to come this way.
Off to the south the croaking of frogs belies the presence of a swamp.

R HP:Hurt S:Powered>west
west
A Straight Stretch    Exits are: N E W
  Running east-west, this part of the road is as straight as an arrow. To the
north a wall of dark, ominous trees lines the road. An unseen presence can be
felt lurking there, waiting for something with malice in its heart. To the
south like a swamp rank with its smell of decaying matter. A thick patch of
rushes and unstable ground prevents passage in that direction.

R HP:Hurt S:Powered>west
A Straight Stretch    Exits are: N E S W
  The road runs straight as an arrow east-west here, running off down between
the walls of trees that line either side. The trees to the north look dark and
ominous, as though something unseen were lurking there waiting for the unwary
traveller to slip up. To the south the trees are nearly as dark and the ground
seems to slope off into the swamp that lies to the south.

R HP:Hurt S:Powered>A Bend in the Road    Exits are: N E S
  The road bends east-south here as it curves around the swamp that lies off
to the south. A thick screen of trees and shrubs prevents passage to the west,
but there are several openings in the wall of trees to the north. The road
itself seems in fairly good shape here, though many weeds and shrubs grown
inbetween the ruts.

R HP:Hurt S:Powered>You cannot go that way.

R HP:Hurt S:Powered>You cannot go that way.

R HP:Hurt S:Powered>south
west
west
west
Twisting Forest Road    Exits are: N E W
  The Road turns away from the swamp to the south of here, leading off to the
north and west. The pungent smell of rotting vegetation drifts up the steep
bank to the south, choking the entire area with the vile smell. Off to the
east lies a dark stand of trees on ground that slowly slopes into the swamp.
Strange sounds can be heard from the swamp, plopping and gushing noises, as if
something large were stalking through the swamp nearby.

R HP:Hurt S:Powered>west
Twisting Road    Exits are: N E S W
  The Old Forest Road twists here, leading off to the south and east. Tall
weeds and shrubs still grow between the ruts in the road, despite the fact
that it is well travelled. It seems as though Mirkwood were trying to swallow
the road up withing the darkness of the trees that lie to the north and west
of the road.

R HP:Hurt S:Powered>Thorny Forest    Exits are: E S W
  The forest here seems to be thinning slightly, though a thick wall of brush
prevents passage northwards. To the east lies a thorny tangle of brush which
spills into this area as well, as if it were invading the trees and winning.
To the east lie more trees but there appears to be a break or clearing in that
direction. Off to the south the trees seem to become slightly more dense.

R HP:Hurt S:Powered>sc
Thorny Bushes    Exits are: N E S W
  Some bushes grow in large clumps among these sparse trees. The thorny
branches stick out to every direction and easily stick to a traveller's
clothing, which makes passage difficult. There is no more the stuffy feeling
of the dense forest, however, as the tree-branches arch far above you,
creating a somewhat spacious feeling despite the thick shrubbery.

R HP:Hurt S:Powered>Tangled Forest    Exits are: E S W
  The tall trees grow close to each other here, as if the smaller trees were
leaning against the bigger ones, and their boughs tangle to each other making
the passage difficult. Some moss and fungi grows on the dun-coloured trunks of
the trees, and vines hang on them. The air is thick and stuffy here.
A slimy round fungus grows on a tree here.

R HP:Hurt S:Powered>You have 124/250 hit, 55/86 stamina, 167/201 moves, 4879 spirit.
OB: 80, DB: 83, PB: 95, Speed: 41, Gold: 140, XP Needed: 14K.

R HP:Hurt S:Powered>west
Tangled Forest    Exits are: E
  It looks like nothing had disturbed the peace of this forest for a long
time, because at this place it grows, if possible, even thicker and more
tangled than in the south. Thick branches, roots traversing the ground and
vines hanging from the trees make this place very difficult for  a traveller.
Towards the east the forest seems to become somewhat lighter, but there seems
to be no hope of continuing to any other direction.

R HP:Hurt S:Powered>open thicket
w
Ok.

R HP:Hurt S:Powered>Mirkwood Forest    Exits are: N E S W
  The dusky woodlands continue, the high tree branches arching far above you
and blotting the sky. The ground is covered by small needles here, as tall
evergreen spruces grow in clumps in this area. The smell of a swamp seems to
drift from the northwest, where the ground becomes more damp, too.

R HP:Hurt S:Powered>close thicket
Ok.

R HP:Hurt S:Powered>west
west
On the Shore of a Dark Lake    Exits are: N E S
  This swampy shore borders the lake to the north. Rich undergrowth and grass
grows on the ground, and vines and foliage cover the sky. Some trees and small
bushes grow here, too, and here and there a small pool and be seen. Some mist
can be seen coming from the south.

R HP:Hurt S:Powered>sc
You cannot go that way.

R HP:Hurt S:Powered>You have 125/250 hit, 58/86 stamina, 170/201 moves, 4879 spirit.
OB: 80, DB: 83, PB: 95, Speed: 41, Gold: 140, XP Needed: 14K.

R HP:Hurt S:Powered>south
south
Misty Forest    Exits are: N E S
  This forest seems to be shrouded in mist. The sparse trees seem like dark
high pillars in the distance, all wrapped in mist and not  frightening-looking
at all. The misty air has a fresh and very  pleasant scent, inviting you to
stay here for a longer time...

R HP:Hurt S:Powered>Misty Forest    Exits are: N E S
  Here the forest appears to be cloaked with strange thick mist, which seems
to come from the swampy area in the west. It is not possible  to see very far
in this mist, and the sparse trees  look like high dark shadows and disappear
completely to the mist in the distance.

R HP:Hurt S:Powered>south
Old Forest Road    Exits are: N E S W
 The road continues east-west, winding its way around larger thickets and
boulders. A thick canopy of trees covers the road and leaves the forest floor
dim. A wanderer is not often alone here; a pair of gleaming eyes watch
the road from the thickets, and strange stalking sounds can be heard from
the forest near the road.

R HP:Hurt S:Powered>west
west
Old Forest Road    Exits are: E W
  The road maintains a mostly eastern course, but now it moves around some of
the larger trees as if the section here was completed in haste. The sounds of
the forest have returned to the southeast and northeast, and with them the
following eyes. The smell of a swamp occasionally drifts past this part of the
road, but the swamp is not to be seen. The trees have tightned to both sides,
creating the illusion that they were frozen while being herded to a location.
There are faint signs of a trail leading north.

R HP:Hurt S:Powered>Old Forest Road    Exits are: E W
  To the north the forest is thick and some rustling of bushes can be heard.
The forest to the south is the same except for one spot. There are no more
eyes or sounds to be seen or heard. The road curves a little to the south
here, but is still going mostly to the east.

R HP:Hurt S:Powered>west
west
west
Old Forest Road    Exits are: E W
  The road continues on through Mirkwood.  The eerie noises are still here,
but something is different here. Footprints lead to the north, off of the
road, and faint lights are seen to the north. The south is still impassable,
and the road still runs straight.
The spirit of an old man rambles mournfully beside the road. (shadow)

R HP:Hurt S:Powered>Old Forest Road    Exits are: E W
  The forest here is an absolute unchanging misery. The road is the same,
sights are the same, smells are the same, and even the taste of the air. The
forest to the north has again thickened. The southern part of the forest is
impassible as ever, and might even be thicker than it was. Only one thing is
different.  The forest is quieter to the northeast.

R HP:Hurt S:Powered>sc
Old Forest Road    Exits are: E W
  The forest is impassable to the south, and little better to the north.  The
trees are thinner to the north, but that means little in this cursed forest.
The sounds of the animals are around you, and eyes glint red in the forest.
The road stretches to the west and east, but here it is also crossed over in
some places by vegetation.  Something must pass through here to keep the road
this clear at least.

R HP:Hurt S:Powered>You have 125/250 hit, 60/86 stamina, 166/201 moves, 4879 spirit.
OB: 80, DB: 83, PB: 95, Speed: 41, Gold: 140, XP Needed: 14K.

R HP:Hurt S:Powered>west
west
Old Forest Road Bends    Exits are: N E S W
  If it weren't for the Old Forest Road, passage through this part of
Mirkwood would be almost impossible.  Tall thorny bushes grow all around the
road, which runs to the north and east here, sloping slightly towards the
south.  Huge fern-like plants grow along the slope, giving off a strong odour.

R HP:Hurt S:Powered>Dark Forest    Exits are: N E S W
  The thorny underbrush slows movement through the forest here.  The road
lies to the north, and can barely be seen in the dim light.  The forest grows
darker to the south and the clamor of creatures can be heard far off in that
direction.

R HP:Hurt S:Powered>north
Old Forest Road    Exits are: N E S W
  The sound of running water and the clamor of giant spiders can be heard to
the north. The road continues to the east and west with no end in sight.  Off
the path to the south the trees seem to grow very dense, and the darknessseems to grow.

R HP:Hurt S:Powered>west
west
west
Old Forest Road    Exits are: N E S W
  The dark forest spreads along the road, a bit more dense here than before.
Small splashes of water can be heard to the north, indicating a water source
may lie in that direction.

R HP:Hurt S:Powered>Old Forest Road    Exits are: N E S W
  The road continues, the same as before.  Large drops of water drip down
from the huge canopy of trees above.  Black deer run swiftly across the road
from time to time, barely noticable in the dim light. An odd line of sparse
vegetation leads south.

R HP:Hurt S:Powered>Old Forest Road    Exits are: N E S W
  The road continues on endlessly.  Mirkwood Forest looms darkly on each side
of the road.  Small sounds can be heard on either side as creatures scurry
through the underbrush.  The well worn road extends off into the distance on
either side.

R HP:Hurt S:Powered>west
west
Road Over an Ancient Streambed    Exits are: N E S W
  Through the dense mist, it is possible to make out a small valley to the
north of the road.  This part of the road seems to be a natural bridge over
what was once a small stream through the forest.  To the south of the road,
there seems to be a small depression in the forest, and the brush looks to be
disturbed as if it has seen some recent, but scarce traffic.

west
R HP:Hurt S:Powered>Old Forest Road    Exits are: N E S W
  A dense, cool mist hangs in the air here, making it difficult to see the
ground. The mist becomes more of a thick fog to the east, but seems to thin to
the west. The dark, sinister forest towers above the road as it extends
endlessly to the north and south.

R HP:Hurt S:Powered>Twisting Forest Road    Exits are: N E S W
  The road twists to the north and east here, and a light mist rises from the
ground.  The air here is humid but cool, and very still.  To the east the road
stretches straight through the forest, cutting the dense growth on either
side.

R HP:Hurt S:Powered>cast 'cure self'
You start to concentrate.

|/-\|/-\|/-\|/-\|/-\|/-\
Ok.
You feel better.

R HP:Hurt S:Powered>west
west
Forest of Mirkwood    Exits are: N E S W
  The plants that grow thick and strong here have long, sharp leaves that
pierce those who try to pass through this part of the forest.  Apparently this
type of plant does not taste very good to the animals who live in the forest
as it seems to be thriving here with no trouble at all. The road can barely be
made out to the north, and the forest extends in every other direction.
A black wolf wanders about, growling and frothing at the mouth.

R HP:Hurt S:Powered>Light Forest    Exits are: N E S
  The forest becomes quite thin here, and the underbrush gives way to the
dirt floor of the forest.  Several tall oaks grow proudly here, but travel is
much easier here than in the surrounding forest.

R HP:Hurt S:Powered>north
Noisy Brush    Exits are: N E S
  The bushes that grow here have many small, dry leaves at the end of their
branches.  When the bushes are disturbed, they make quite a clamor as the
tight network of branches sets of a chain reaction of rustling motion among
the bushes.  Hopefully there are no large predators nearby whose attention
will be drawn by all the noise these bushes make.

R HP:Hurt S:Powered>north
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.

R HP:Hurt S:Powered>cast 'cure self'
You start to concentrate.

|/-\|/-\|/-\|/-\|/-\|/-\
Ok.
You feel better.

R HP:Hurt S:Charged>east
cast 'cure self'
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.

R HP:Hurt S:Charged>You start to concentrate.

|/-\|/north
north
-\|/-\|/
The dark cloudy sky makes it difficult to see far down the road.

-\|/-\|/-\Ok.
You feel better.
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.

R HP:Bruised S:Charged>Rocky Forested Slope    Exits are: E S W
  The tall trees that grow here are too thick to provide any help in climbing
this steep slope.  The incline seems as if it ends soon to the east.  Loose
rocks make the slope very difficult to climb.  The ground slopes downward to
the west and south.

R HP:Bruised S:Charged>west
Base of a Rocky Incline    Exits are: E S
  The ground slopes upward sharply to the east here, and the terrain becomes
more rocky in that direction.  The rough ground looks more friendly to the
south.  Large rough stones indicate that this land was not always as uneven is
it is now.

R HP:Bruised S:Charged>south
Forest of Mirkwood    Exits are: N E S
  The leaves on low shrubs that grow have been eaten right down to the
sticks.  Hoofprints in the dirt indicate that the black deer that roam the
forest are the probable culprits. The ground slopes sharply upwards to the
east, and there appears to be a faint light shining on top of the hill.
A large wild dog watches you carefully.

R HP:Bruised S:Charged>south
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.

R HP:Bruised S:Charged>look
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.
You are riding on a white horse.
A brown horse is here, gazing at you.

R HP:Bruised S:Charged>east
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.

R HP:Bruised S:Charged>west
west
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.

R HP:Bruised S:Charged>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.

R HP:Bruised S:Charged>sc
You have 182/250 hit, 34/86 stamina, 168/201 moves, 4879 spirit.
OB: 80, DB: 83, PB: 95, Speed: 41, Gold: 140, XP Needed: 14K.

R HP:Bruised S:Charged>west
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.

R HP:Bruised S:Charged>west
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.

R HP:Bruised S:Charged>time
It is about 6:00 AM on Elenya, the 13th day of Lótessë.
By the Steward's Reckoning, it is the 1130th year of the fourth age of Arda.
The moon is dying and not shining.
The sun will set in about 15 hours.

R HP:Bruised S:Charged>time
It is about 6:00 AM on Elenya, the 13th day of Lótessë.
By the Steward's Reckoning, it is the 1130th year of the fourth age of Arda.
The moon is dying and not shining.
The sun will set in about 15 hours.

R HP:Bruised S:Charged>dism
You stop riding a white horse.
A white horse starts following you.

HP:Bruised S:Charged>lose all
A white horse stops following you.
A brown horse stops following you.

HP:Bruised S:Charged>e
You seem to have left without raising any alarm.
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.

HP:Bruised S:Charged>e
You step out of your cover.
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.

HP:Bruised S:Charged>east
You step out of your cover.
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.
*an Orc* is riding on a black warg.
*an Orc* is riding on a black warg.
*an Orc* is riding on a black warg.
*an Orc* is riding on a black warg.
*an Uruk* is riding on a great black steed.
A massive mirkwolf stares at you through blood red eyes.
A dark warg stands here, its eyes glowing like a flame.
You managed to enter without anyone noticing.

HP:Bruised S:Charged>hide well
You carefully choose a place to hide.
*an Uruk* nods solemnly.

look
-\|/-\You carefully hide yourself.
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.
*an Orc* is riding on a black warg.
*an Orc* is riding on a black warg.
*an Orc* (busy) is riding on a black warg.
*an Orc* is riding on a black warg.
*an Uruk* is riding on a great black steed.
A massive mirkwolf stares at you through blood red eyes.
A dark warg stands here, its eyes glowing like a flame.

HP:Bruised S:Charged>
*an Uruk* looks at *an Orc*.

HP:Bruised S:Charged>set tac berserk
You are now employing berserk tactics.

HP:Bruised S:Charged>ambush uruk
/-\|
*an Orc* says 'qtzy eje'

/set tac def

*an Orc* begins some strange preparations.

-\|/-\|/-\
*an Uruk* stops riding a great black steed.
A great black steed now follows *an Uruk*.

|/
*an Orc* searches the area carefully.

-\You step out of your cover.
You leap from your cover towards *an Uruk*, and hit him hard!
You are now employing defensive tactics.

HP:Bruised S:Charged, *an Uruk*:Awful>
*an Uruk* dodges your attack.

HP:Bruised S:Charged, *an Uruk*:Awful>cast 'lightning bolt'
You dodge *an Uruk*'s attack.
You start to concentrate.

/-
*an Orc* begins some strange preparations.

\
*an Uruk* panics, and attempts to flee!
*an Uruk* flees head over heels!
*an Uruk* leaves south.
A great black steed leaves south.
A mirkwolf leaves south.
A black warg leaves south.

|/-\|/-\
You need to fight somebody for this.

HP:Bruised S:Powered>south

*an Orc* begins quietly muttering some strange, powerful words.


HP:Bruised S:Powered>You seem to have left without raising any alarm.
Noisy Brush    Exits are: N E S
  The bushes that grow here have many small, dry leaves at the end of their
branches.  When the bushes are disturbed, they make quite a clamor as the
tight network of branches sets of a chain reaction of rustling motion among
the bushes.  Hopefully there are no large predators nearby whose attention
will be drawn by all the noise these bushes make.
HP:Bruised S:Powered>look
Noisy Brush    Exits are: N E S
  The bushes that grow here have many small, dry leaves at the end of their
branches.  When the bushes are disturbed, they make quite a clamor as the
tight network of branches sets of a chain reaction of rustling motion among
the bushes.  Hopefully there are no large predators nearby whose attention
will be drawn by all the noise these bushes make.

HP:Bruised S:Powered>hunt
Ok, you'll try to notice fresh tracks.

HP:Bruised S:Powered>look
Noisy Brush    Exits are: N E S
  The bushes that grow here have many small, dry leaves at the end of their
branches.  When the bushes are disturbed, they make quite a clamor as the
tight network of branches sets of a chain reaction of rustling motion among
the bushes.  Hopefully there are no large predators nearby whose attention
will be drawn by all the noise these bushes make.
The tracks of a mirkwolf lead east.  Their condition is fresh
The tracks of a white horse lead north.  Their condition is very clear
The tracks of a great black steed lead north.  Their condition is fresh

HP:Bruised S:Powered>south
You step out of your cover.
Light Forest    Exits are: N E S
  The forest becomes quite thin here, and the underbrush gives way to the
dirt floor of the forest.  Several tall oaks grow proudly here, but travel is
much easier here than in the surrounding forest.
The tracks of a brown horse lead north.  Their condition is very clear
The tracks of a white horse lead north.  Their condition is very clear
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:Bruised S:Powered>east
You step out of your cover.
Forest of Mirkwood    Exits are: N E S W
  The plants that grow thick and strong here have long, sharp leaves that
pierce those who try to pass through this part of the forest.  Apparently this
type of plant does not taste very good to the animals who live in the forest
as it seems to be thriving here with no trouble at all. The road can barely be
made out to the north, and the forest extends in every other direction.
A black wolf wanders about, growling and frothing at the mouth.
The tracks of a black warg lead west.  Their condition is very clear
The tracks of a brown horse lead west.  Their condition is very clear
You managed to enter without anyone noticing.

HP:Bruised S:Powered>north
You step out of your cover.
You seem to have left without raising any alarm.
Windy Forest Road    Exits are: N E S W
  The road winds to the north and east here, around a gigantic oak to the
northeast.  The brush the the south looks painfully sharp and dense.  The
ground  is rough and rocky here, probably  due to the large rocky cliff to the
northeast.  The road here is broken with stones and some small shrubs that jut
up from cracks in the rock.
The tracks of a black warg lead east.  Their condition is fresh
The tracks of a mirkwolf lead west.  Their condition is fresh
The tracks of a mirkwolf lead east.  Their condition is fresh

HP:Bruised S:Powered>east
You step out of your cover.
Old Forest Road    Exits are: E S W
  The road is smoother and wider here than to the west, as the road winds
around a large oak in that direction.  The air is becomes colder to the east
and a light mist rises from the ground.  The forest looms huge and massive on
the eastern edge of the road as it takes a sharp turn to the south and west.
The tracks of a great black steed lead east.  Their condition is fresh
The tracks of a mirkwolf lead east.  Their condition is fresh

HP:Bruised S:Powered>east
You step out of your cover.
A Small Embankment    Exits are: N E S W
  This narrow strip of rocky ground runs between the forest to the west and a
shallow dip in the landscape to the east.  The ground becomes very wet in that
direction, and there seems to be standing water on the ground that way. The
forest seems to thin slightly as it grows to the south.
The tracks of a great black steed lead east.  Their condition is fresh
The tracks of a black warg lead east.  Their condition is fresh

HP:Bruised S:Powered>east
You step out of your cover.
A Shallow Valley    Exits are: N E S W
  There is about two inches of standing water in this valley, and tall,
slender reeds grow in the darkness of the forest.  At once time this was
probably a small stream that cut through the forest, but the source of the
water seems to have dried up long ago, leaving only this tiny marsh.  The fog
has disappeared here.   It is possible to climb the banks of the valley on
either side, or to follow its path to the north, where the ground rises out to
the forest.
A giant bat looms overhead.
A giant bat looms overhead.
A black rabbit scurries about.
The tracks of a mirkwolf lead east.  Their condition is fresh
You managed to enter without anyone noticing.

HP:Bruised S:Powered>
You sense a surge of unknown magic from nearby...

HP:Bruised S:Powered>east
You step out of your cover.
You seem to have left without raising any alarm.
Mirkwood Forest    Exits are: N E S W
  The Old Forest Road is just to the south.  The dark forest of Mirkwood
looms all around you, and the silence of this place is deafening.  The
occasional black deer frolics by here.
The tracks of a black warg lead south.  Their condition is fresh

HP:Bruised S:Powered>east
You step out of your cover.
Off the Old Forest Road    Exits are: N E S W
  Dense shrubs and plants with giant, slimy leaves impede progress to the
north.  The road is just to the south, and promises much fairer travels than
the forest that looms in every other direction.
A large wild dog watches you carefully.
You managed to enter without anyone noticing.

HP:Bruised S:Powered>south

The thick trees almost block out the sky, though it appears cloudless.

HP:Bruised S:Powered>You step out of your cover.
You seem to have left without raising any alarm.
Old Forest Road    Exits are: N E S W
  The road continues, the same as before.  Large drops of water drip down
from the huge canopy of trees above.  Black deer run swiftly across the road
from time to time, barely noticable in the dim light. An odd line of sparse
vegetation leads south.
The tracks of a black warg lead west.  Their condition is clear
The tracks of a great black steed lead west.  Their condition is very clear
The tracks of a black warg lead west.  Their condition is clear
The tracks of a black warg lead west.  Their condition is clear

HP:Bruised S:Powered>west
You step out of your cover.
Old Forest Road    Exits are: N E S W
  The road continues on endlessly.  Mirkwood Forest looms darkly on each side
of the road.  Small sounds can be heard on either side as creatures scurry
through the underbrush.  The well worn road extends off into the distance on
either side.
The tracks of a black warg lead west.  Their condition is clear
The tracks of a great black steed lead south.  Their condition is very clear
The tracks of a black warg lead west.  Their condition is clear
The tracks of a black warg lead west.  Their condition is very clear
The tracks of a white horse lead west.  Their condition is clear
The tracks of a black warg lead south.  Their condition is very clear

HP:Bruised S:Powered>south
You step out of your cover.
Mirkwood Forest    Exits are: N E S
  The plants here look pristine, as if no foot has tread here for many years.
Ferns, small shrubs and vines cover the ground, and huge oaks grow thick and
tall here.  The road can be seen to the north, and the forest grows thick and
dark to the south.
The tracks of a mirkwolf lead south.  Their condition is very clear
The tracks of a black warg lead south.  Their condition is very clear
The tracks of a great black steed lead south.  Their condition is very clear

HP:Bruised S:Powered>south
You step out of your cover.
Thick Forest    Exits are: N E S
  The ground slopes downward to the north, as the forest seems to thin. Thick
bushes grow here with giant thorns that protrude in all directions. East, the
forest grows darker and the distant clamor of animals can be heard.
The tracks of a mirkwolf lead south.  Their condition is very clear
The tracks of a great black steed lead south.  Their condition is very clear

HP:Bruised S:Powered>south
You step out of your cover.
Medium Forest    Exits are: N E
  The strong odor of athelas fills the air here, and many half-eaten plants
line the ground. The underbrush is light here, and movement is fairly easy
compared to the surrounding forest.
The tracks of a great black steed lead east.  Their condition is very clear
The tracks of a mirkwolf lead east.  Their condition is very clear

HP:Bruised S:Powered>east
You step out of your cover.
Old Road Near a Black Tangle of Webs    Exits are: N E S W
  The clatter and hissing of giant spiders can be heard to the east.  A thick
tangle of black webs can barely be made out that way.  The forest extends off
to the north and west.  In the blackness above, the faded silhouettes of
spiders scurrying between the trees can be made out. An old unused road is
barely visible and can be followed north or south.
A huge wolf stares at you intently.
A huge wolf stares at you intently.
The tracks of a black warg lead south.  Their condition is very clear
The tracks of a mirkwolf lead south.  Their condition is very clear
You managed to enter without anyone noticing.

HP:Bruised S:Powered>south
You step out of your cover.
You seem to have left without raising any alarm.
Dark Road Through the Forest    Exits are: N E S W
  Through the thick foliage the dark and muddy road winds its way. It leads
both north and south, disappearing into darkness. The road shows little sign
of recent usage. Many mouldering tree-trunks have fallen across the road and
the spreading foliage on the roadsides has narrowed it, making passage even
more difficult. The forest is strangely silent, only the occasional cry or
cackle can be heard.
The tracks of a black warg lead south.  Their condition is very clear

HP:Bruised S:Powered>south
You step out of your cover.
Narrow Road Through the Forest    Exits are: N E S W
  Surrounding the road that is running through the forest from north to south
is the wild and dark forest. Many eyes seem to be peering out of the gloom. To
the east the dark trees grow tall, as nobody has probably touched them for all
eternity. In the west some light can be seen through trees.
A huge wolf stares at you intently.
A black vulture stands here, pecking at a bit of meat.
The tracks of a black warg lead south.  Their condition is very clear
The tracks of a mirkwolf lead south.  Their condition is very clear
The tracks of a great black steed lead south.  Their condition is very clear
You managed to enter without anyone noticing.

HP:Bruised S:Powered>south
You step out of your cover.
You seem to have left without raising any alarm.
Old Unused Road    Exits are: N E S W
  No animals can be seen on the road or near it as it runs through the deep
dark forest. The road is in bad need of maintenance and probably very old. In
some places the road has almost disappeared under the united assault of forest
and rains.
The tracks of a mirkwolf lead south.  Their condition is very clear

HP:Bruised S:Powered>south
You step out of your cover.
Old Dark Road    Exits are: N E W
  The trees here cover the area around the road leading through the forest.
Many trees also grow where once the edges of road were now bending over the
path, making it narrow and dark. Even animals seem to avoid this road as there
are very few of their tracks on it.
The tracks of a black warg lead east.  Their condition is very clear
The tracks of a great black steed lead east.  Their condition is very clear
The tracks of a mirkwolf lead east.  Their condition is very clear

HP:Bruised S:Powered>east
You step out of your cover.
Dark Road    Exits are: N E S W
  The old road here leads through forest to the northwest and southeast.
Whoever built the road originally intended to create some means for easy and
fast passage through Mirkwood. The road was originally smooth and had a simple
but effective pavement so it would not get muddy and impassable with rains.
However, time and lack of maintenance have turned road nearly as hard to
travel as the forest around it.
The tracks of a great black steed lead south.  Their condition is very clear

HP:Bruised S:Powered>south
You step out of your cover.
Dark Road Through the Forest    Exits are: N E S
  Travelling along the dark road is nearly as tiresome a task as is
travelling through the forest itself. Years of complete lack of maintenance
have given rain and forest the opportunity to destroy the road. Bushes are
growing right in the middle of the road and the stones of the pavement are
loose.
The tracks of a black warg lead south.  Their condition is very clear
The tracks of a great black steed lead south.  Their condition is very clear
The tracks of a mirkwolf lead south.  Their condition is very clear

HP:Bruised S:Powered>south
You step out of your cover.
Turn in the Road    Exits are: N E S W
  The dark road makes a turn on it's way through the Mirkwood. It curves to
make it's way around a group of boulders and rocks to the south-east and
resumes it's usual north-south direction towards the west. It looks like this
road was once wide enough for charts to travel along it, but it is impossible
now as a huge tree has fallen across the road.
The tracks of a great black steed lead south.  Their condition is very clear

HP:Bruised S:Powered>south
You step out of your cover.
Small Spring    Exits are: N W
  A small spring bubbles up out of the ground, supplying the many animals
with water. The vegetation around this spring is four times its usual size, so
this water must be good. Animals crowd around this small hole to drink there
fill before heading off.
The tracks of a great black steed lead west.  Their condition is very clear
The tracks of a mirkwolf lead west.  Their condition is very clear
The tracks of a black warg lead west.  Their condition is very clear

HP:Bruised S:Powered>west
You step out of your cover.
Thinner Part of Forest    Exits are: N E S W
  The forest thins out slightly here enabling the wanderer to travel in all
four directions. The sound of running water comes in from the east. The sound
of many animals also comes in from the east, probably animals all gathered at
the only source of fresh water in this region of Mirkwood.
The tracks of a mirkwolf lead south.  Their condition is fresh
The tracks of a black warg lead south.  Their condition is fresh

HP:Bruised S:Powered>south
You step out of your cover.
Slightly Blackened Trees    Exits are: N S
  The fire that burnt the Willow trees to the south spread northwards to this
area before a torential downpour extinguished it. The reason for the blacked
trees here and to the south may just have been a freak fire caused by
lightning, but who knows. Maybe someone was just trying to clear out an area
to build a settlement.
A black deer can barely be made out in the darkness here. (hiding)
A black rabbit scurries about.
A huge, black moth flutters loudly here.
The tracks of a black warg lead south.  Their condition is fresh
The tracks of a mirkwolf lead south.  Their condition is fresh
The tracks of a great black steed lead south.  Their condition is fresh
You managed to enter without anyone noticing.

HP:Bruised S:Powered>south
You step out of your cover.
You seem to have left without raising any alarm.
At Some Blackened Trees    Exits are: N E S W
  Here the trees are scorched as black as ash.  The scent of soot still
lingers in the dry air.  Something has burned these trees. Perhaps not
recently, but whatever did apparently did not like the trees.  The remains of
the trees appear to be like willows.  The forest is dense and impassable at
all sides except to the east where the trees become lighter.
A black squirrel can barely be seen on a tree here.
The tracks of a black warg lead south.  Their condition is fresh
The tracks of a mirkwolf lead south.  Their condition is fresh
You managed to enter without anyone noticing.

HP:Bruised S:Powered>south
You step out of your cover.
You seem to have left without raising any alarm.
Fresh Ash    Exits are: N E S
  Fresh ash lies upon the ground.  The stench of burnt sycamore and a variety
of other scents fill the air.  It's very obvious that this was not a natural
cause, something must have held malice toward these particular trees. Small
pebbles litter the ashe n ground creating an interesting texture on ones feet.
The forest seems to lighten to the east beckoning a traveler towards it.  The
trees become darker and blacker to the north as if the fire was more serious
there.  The forest gives of a blackish green color as the forest becomes dark
to the south.
The tracks of a black warg lead south.  Their condition is fresh
The tracks of a mirkwolf lead south.  Their condition is fresh

HP:Bruised S:Powered>south
You step out of your cover.
Shadowy Forest Off the Path    Exits are: N E S
  The forest is dark and shadowy.  The shadowy twilight caused by the
slightest glimmer flickers wildly about the trees and the underbrush.  The
ground is soft and moist showing that not much light makes its way to the
ground here.  The scent of ash carried by fleeting winds can be smelled
followed by the sight of blackening trees to the north.  The undergrowth at
one's feet becomes lighter to the south.  The shadows seem to cecede from
their tireless stand to the east.
The tracks of a black warg lead south.  Their condition is fresh
The tracks of a great black steed lead south.  Their condition is fresh
The tracks of a forest troll lead south.  Their condition is clear
The tracks of a mirkwolf lead south.  Their condition is fresh

HP:Bruised S:Powered>south
You step out of your cover.
Shadowy Undergrowth    Exits are: N E S W
  The undergrowth is bathed in darkness and shadow and is very cold. The
scent of ash seems to carry here and marks of weapons or tools have left scars
in the trees.  Something has been here at one time and damaged these trees.  A
path can be faintly seen to the east where the trees seem to thin. Otherwise,
the forest seems to engulf a traveller to the west, south and north. But the
trees seem blacker to the north, as if something were showing malice towards
the trees.
A hunched forest troll moves around here, arms dragging on the ground.
The tracks of a mirkwolf lead south.  Their condition is fresh
The tracks of a black warg lead south.  Their condition is fresh
You managed to enter without anyone noticing.

HP:Bruised S:Powered>south
You step out of your cover.
You seem to have left without raising any alarm.
Dense Trees Off a Path    Exits are: N E S W
  The forest here is very dense and difficult to traverse without some
correction to the foliage and plant-life.  The tall proud trees  provide
little in the way of movement as they fight over territory and nourishment.
The soil is brittle and dry and seems drained of its nutrients.  The ground
seems to raise itself to the south and the trees are scarred more and more to
the north.  The forest becomes thicker to the west and barely navigable.
The tracks of a black warg lead south.  Their condition is fresh
The tracks of a great black steed lead east.  Their condition is fresh
The tracks of a mirkwolf lead south.  Their condition is fresh

HP:Bruised S:Powered>south
You step out of your cover.
Faint Tracks Ambling Up a Slope    Exits are: N E S
  Faint but frequent tracks walk up from the north and up the slope of the
cliff to the east.  Many rocks clutter the ground among the trees as the
blackness still permeates through the forest.  The brush along the ground is
frequent and in spots much of it seems to have been gathered, perhaps used for
a fire or some such thing.  The forest lingers to the south and to the north
and the slope continues east and upward sharply.
A black wolf looks at you and begins to growl.
The tracks of a black warg lead north.  Their condition is fresh
The tracks of a mirkwolf lead east.  Their condition is fresh
The tracks of a great black steed lead north.  Their condition is fresh
The tracks of a mirkwolf lead north.  Their condition is fresh
The tracks of a great black steed lead east.  Their condition is fresh
You managed to enter without anyone noticing.

HP:Bruised S:Powered>east
You step out of your cover.
You seem to have left without raising any alarm.
Faint Tracks Above a Path    Exits are: E S W
  Faint tracks seem to turn towards the south and west and shy away from
cliff as it would seem sensibly.  The tracks are seperated by size and vary in
stride.  The trees here blot out the sky in an inky black shadow. The ground
is grassy but holds a number of rocks and gravel.  A clear view of the cliffs
and the shaded path below it, the path is seen but anything below might not
see an onlooker.  The ridge and its cliffs continues to the east and the
ground slopes downward to the west.
A large buck is here, rutting against the trees.
The tracks of a black warg lead west.  Their condition is fresh
The tracks of a great black steed lead west.  Their condition is fresh
The tracks of a mirkwolf lead west.  Their condition is fresh
You managed to enter without anyone noticing.

HP:Bruised S:Powered>look
Faint Tracks Above a Path    Exits are: E S W
  Faint tracks seem to turn towards the south and west and shy away from
cliff as it would seem sensibly.  The tracks are seperated by size and vary in
stride.  The trees here blot out the sky in an inky black shadow. The ground
is grassy but holds a number of rocks and gravel.  A clear view of the cliffs
and the shaded path below it, the path is seen but anything below might not
see an onlooker.  The ridge and its cliffs continues to the east and the
ground slopes downward to the west.
A large buck is here, rutting against the trees.
The tracks of a black warg lead west.  Their condition is fresh
The tracks of a great black steed lead west.  Their condition is fresh

HP:Bruised S:Powered>west
You step out of your cover.
You seem to have left without raising any alarm.
Faint Tracks Ambling Up a Slope    Exits are: N E S
  Faint but frequent tracks walk up from the north and up the slope of the
cliff to the east.  Many rocks clutter the ground among the trees as the
blackness still permeates through the forest.  The brush along the ground is
frequent and in spots much of it seems to have been gathered, perhaps used for
a fire or some such thing.  The forest lingers to the south and to the north
and the slope continues east and upward sharply.
The tracks of a black wolf lead south.  Their condition is fresh
The tracks of a mirkwolf lead east.  Their condition is fresh
The tracks of a great black steed lead north.  Their condition is fresh
The tracks of a great black steed lead east.  Their condition is fresh

HP:Bruised S:Powered>south
You step out of your cover.
Rotting Forest    Exits are: N E
  The ground of the forest floor here is moist and the scent of decaying
trees fills the air.  Many fallen trees lie about and colonies of small
termites inhabit the corpses of the fallen Mirkwood trees happily chewing and
decomposing the fallen wood.  The black shroud covering the forest is eerie
and silence, aside from the occasional wild cry falls the forest.  The forest
becomes healthier to  the north and east but is impassable to the south and
west where stormtossed trees lay.
A black wolf looks at you and begins to growl.
The tracks of a black squirrel lead east.  Their condition is fresh
You managed to enter without anyone noticing.

HP:Bruised S:Powered>north
You step out of your cover.
You seem to have left without raising any alarm.
Faint Tracks Ambling Up a Slope    Exits are: N E S
  Faint but frequent tracks walk up from the north and up the slope of the
cliff to the east.  Many rocks clutter the ground among the trees as the
blackness still permeates through the forest.  The brush along the ground is
frequent and in spots much of it seems to have been gathered, perhaps used for
a fire or some such thing.  The forest lingers to the south and to the north
and the slope continues east and upward sharply.
The tracks of *an Elf* lead south.  Their condition is fresh
The tracks of a mirkwolf lead east.  Their condition is fresh
The tracks of a great black steed lead north.  Their condition is fresh
The tracks of a great black steed lead east.  Their condition is fresh

HP:Bruised S:Powered>north
You step out of your cover.
Dense Trees Off a Path    Exits are: N E S W
  The forest here is very dense and difficult to traverse without some
correction to the foliage and plant-life.  The tall proud trees  provide
little in the way of movement as they fight over territory and nourishment.
The soil is brittle and dry and seems drained of its nutrients.  The ground
seems to raise itself to the south and the trees are scarred more and more to
the north.  The forest becomes thicker to the west and barely navigable.
The tracks of a black warg lead south.  Their condition is fresh
The tracks of *an Elf* lead south.  Their condition is fresh
The tracks of a black warg lead east.  Their condition is fresh
The tracks of a mirkwolf lead south.  Their condition is fresh

HP:Bruised S:Powered>east
You step out of your cover.
A Shaded Path Bends    Exits are: N E W
  The path here ducks behind the cliff to the east and north.  The way south
is barred by a high ridge that overshadows the road with its trees.  The path
to the north continues and the ground heightens where more blackness and more
trees can be seen.  The forest becomes thicker and faint tracks off the path
continue into the black trees.  The path to the east continues on its way
through Mirkwood as it falls in between the two ridge-faces.
The tracks of a mirkwolf lead east.  Their condition is fresh
The tracks of a great black steed lead east.  Their condition is fresh
The tracks of a black warg lead east.  Their condition is fresh

HP:Bruised S:Surging>east
You step out of your cover.
A Shaded Path    Exits are: E W
  The Ridges on either side of the path overshadow the narrow trail through
the wilderness.  The canopies of the sinister looking trees enshroud the area
in a eerie darkness.  The rocky face of the overhanging cliffs is dark and
very rough to the touch.  These cliffs must have pushed themselves out from
deep within the soil. The path extends darkly to east and west, although a
slight bend detected darting around a rock face.
The tracks of a black warg lead east.  Their condition is fresh
The tracks of a mirkwolf lead east.  Their condition is fresh

HP:Bruised S:Surging>east
You step out of your cover.
On A Shaded Path    Exits are: E W
  The shadowed path here darts about from tree to tree, pummeled by small
ruts and pits in its surface.  It looks as if the path will soon be overcome
by the undergrowth and disuse.  The scent of dew and slight ashen scent are in
the air.  The rough hewn edge of the high rock ridges on either side of the
road seem to enclose upon the road.  The path continues from east to west
along its hardened print between the the sheer cliffs.  The trees on the
higher ridge bathe the path in darkness.
*an Uruk* (busy) is riding on a great black steed.
A massive mirkwolf stares at you through blood red eyes.
A dark warg stands here, its eyes glowing like a flame.
The tracks of a black warg lead east.  Their condition is fresh
The tracks of a great black steed lead east.  Their condition is fresh
You managed to enter without anyone noticing.

HP:Bruised S:Surging>
Clouds can be seen above in the sky.

HP:Bruised S:Surging>hide well
You carefully choose a place to hide.

-\|/set tac berserk
-\ambush uruk
You carefully hide yourself.
You are now employing berserk tactics.

HP:Bruised S:Surging>/-\|/-\|/-\|/-\set tac def
|/-\You step out of your cover.
*an Uruk* slumps over dead from your fatal ambush!
*an Uruk*'s carefully constructed trap is ruined!
*an Uruk* is dead!  R.I.P.
get all.gold corpse
get all.coin corpse
You receive your share of experience -- 4273 points.
*an Uruk* stops riding a great black steed.
Your blood freezes as you hear Granak's death cry.
A mirkwolf realizes that *an Uruk* is a jerk!
A black warg stops following *an Uruk*.
*an Uruk* leaves the group of someone.
You are now employing defensive tactics.