*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.