run...
posted by Kazan
2001-07-31 07:29:42
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Chase starts from wford me 50 moves, this is sorta half the runaway,but anyways!
Start logging: 31.07.2001 07:12
sc
175/397 hit, 1/44 mana, and 38/144 moves.

* C HP:Wounded Mana:Icy Move:Tired>sc
175/397 hit, 1/44 mana, and 38/144 moves.

* C HP:Wounded Mana:Icy Move:Tired>sc
176/397 hit, 1/44 mana, and 39/144 moves.

* C HP:Wounded Mana:Icy Move:Tired>sc
176/397 hit, 1/44 mana, and 39/144 moves.

* C HP:Wounded Mana:Icy Move:Tired>sc
176/397 hit, 1/44 mana, and 40/144 moves.

* C HP:Wounded Mana:Icy Move:Tired>sc
176/397 hit, 1/44 mana, and 40/144 moves.

* C HP:Wounded Mana:Icy Move:Tired>sc
177/397 hit, 1/44 mana, and 40/144 moves.

* C HP:Wounded Mana:Icy Move:Tired>stat
OB: 92%, DB: -38%, PB: 87%, Armour: 83%. Wimpy: 0. Mood: wimpy.
Needed: 252,133 xp, 0 tp. Gold: 27. Alert: normal.
Affected by:
- panic
- a light wound at the body.
- a light wound at the left foot.
- noquit
- novoid

* C HP:Wounded Mana:Icy Move:Tired>sco
177/397 hit, 2/44 mana, and 41/144 moves.

* C HP:Wounded Mana:Icy Move:Tired>sco
178/397 hit, 2/44 mana, and 42/144 moves.

* C HP:Wounded Mana:Icy Move:Tired>sco
178/397 hit, 2/44 mana, and 42/144 moves.

* C HP:Wounded Mana:Icy Move:Tired>sco
178/397 hit, 2/44 mana, and 42/144 moves.

* C HP:Wounded Mana:Icy Move:Tired>sco
178/397 hit, 2/44 mana, and 43/144 moves.

* C HP:Wounded Mana:Icy Move:Tired>sco
179/397 hit, 2/44 mana, and 43/144 moves.

* C HP:Hurt Mana:Icy Move:Tired>sco
179/397 hit, 2/44 mana, and 44/144 moves.

* C HP:Hurt Mana:Icy Move:Tired>time
According to the Dúnadan calendar, it is:
Monday, the 1st of Thrimidge, Year 2895 of the Third Age.
It should be the end of the night soon.
You can see a Three-Quarter Moon (waning) in the western part of the sky.
Real time is Tue Jul 31 05:14:07 2001 GMT.
Last reboot due to a crash at Mon Jul 23 03:22:14 2001 GMT

* C HP:Hurt Mana:Icy Move:Tired>sco
180/397 hit, 2/44 mana, and 45/144 moves.

* C HP:Hurt Mana:Icy Move:Tired>sco
180/397 hit, 2/44 mana, and 45/144 moves.

* C HP:Hurt Mana:Icy Move:Tired>sco
180/397 hit, 3/44 mana, and 45/144 moves.

* C HP:Hurt Mana:Icy Move:Tired>sco
180/397 hit, 3/44 mana, and 46/144 moves.

* C HP:Hurt Mana:Icy Move:Tired>sco
180/397 hit, 3/44 mana, and 46/144 moves.

* C HP:Hurt Mana:Icy Move:Tired>sco
181/397 hit, 3/44 mana, and 46/144 moves.

* C HP:Hurt Mana:Icy Move:Tired>sco
181/397 hit, 3/44 mana, and 47/144 moves.

* C HP:Hurt Mana:Icy Move:Tired>
Saving Kazan.

* C HP:Hurt Mana:Icy Move:Tired>sco
181/397 hit, 3/44 mana, and 47/144 moves.

* C HP:Hurt Mana:Icy Move:Tired>sco
182/397 hit, 3/44 mana, and 48/144 moves.

* C HP:Hurt Mana:Icy Move:Tired>sco
182/397 hit, 3/44 mana, and 48/144 moves.

* C HP:Hurt Mana:Icy Move:Tired>sco
182/397 hit, 3/44 mana, and 48/144 moves.

* C HP:Hurt Mana:Icy Move:Tired>sco
182/397 hit, 3/44 mana, and 49/144 moves.

* C HP:Hurt Mana:Icy Move:Tired>sco
183/397 hit, 3/44 mana, and 49/144 moves.

* C HP:Hurt Mana:Icy Move:Tired>sco

*a dreadful Orc* has arrived from the east.

* C HP:Hurt Mana:Icy>183/397 hit, 4/44 mana, and 50/144 moves.

* C HP:Hurt Mana:Icy>sta

*a dreadful Orc* has arrived from the east riding a hungry warg.
*a dreadful Orc* smites your left leg extremely hard.
You pound *a dreadful Orc*'s head extremely hard.

* C HP:Wounded Mana:Icy *a dreadful Orc*:Fine>w
Do you not consider fighting as standing?

* C HP:Wounded Mana:Icy *a dreadful Orc*:Fine>No way! 
You are fighting for your life!

* C HP:Wounded Mana:Icy *a dreadful Orc*:Fine>f
You flee head over heels.
A Stand of Stunted Trees
You are standing among some trees. They appear to be coniferous, although
you can't quite identify their type. The trees are spaced well enough apart
to allow some smaller plants to grow in the rich mulch provided by the bed
of old needles. The stand continues east, while the rolling plains continue
in all other directions.
A small plant grows here, with long, pointed leaves and flowers at its top.
Exits: North East South West.

* C HP:Wounded Mana:Icy Move:Tired>w
Rolling Plains
Pausing a moment to mop your brow, you survey your surroundings. To the
south, the gently rolling plains continue without much change. To the east,
a stunted stand of trees grows. To the north, a dense thicket promises a
safe place to rest without notice. To the west, the plains change to dry
flatlands.
*a dreadful Orc*, wielding a great warsword, is standing here.
*a dreadful Orc*, wielding an ornate, steel-shafted warhammer, is here, riding
a hungry warg.
w
A hungry warg is standing here, ridden by *a dreadful Orc*.
Exits: North East South West.
*a dreadful Orc* tries to pound you, but your parry is successful.

* C HP:Wounded Mana:Icy Move:Tired *a dreadful Orc*:Healthy>*a dreadful Orc* leaves east.
No way! 
You are fighting for your life!

* C HP:Wounded Mana:Icy Move:Tired *a dreadful Orc*:Healthy>f
You flee head over heels.
A Dense Thicket
All around you, the dense vegetation screens you from the worst of the sun
and anyone (or anything) passing by. 
You feel safe in here, making this an
ideal place to rest. Looking out of the thicket, you can see that the plains
continue to the east, south, and west. To the southeast, you can see a
stand of trees.
A man's-waist high evergreen shrub grows here, with bright green branches.
Exits: East South West.

* C HP:Wounded Mana:Icy Move:Tired>s
Rolling Plains
Pausing a moment to mop your brow, you survey your surroundings. To the
south, the gently rolling plains continue without much change. To the east,
a stunted stand of trees grows. To the north, a dense thicket promises a
safe place to rest without notice. To the west, the plains change to dry
flatlands.
*a dreadful Orc*, wielding an ornate, steel-shafted warhammer, is here, riding
a hungry warg.
A hungry warg is standing here, ridden by *a dreadful Orc*.
Exits: North East South West.

* C HP:Wounded Mana:Icy Move:Tired>w

*a dreadful Orc* quickly approaches, trying to pound you.
*a dreadful Orc* has arrived from the east.

* C HP:Wounded Mana:Icy Move:Tired *a dreadful Orc*:Healthy>No way! 
You are fighting for your life!
*a dreadful Orc* quickly approaches, trying to smite you.

* C HP:Wounded Mana:Icy Move:Tired *a dreadful Orc*:Healthy>s
No way! 
You are fighting for your life!

* C HP:Wounded Mana:Icy Move:Tired *a dreadful Orc*:Healthy>f
You flee head over heels.
A Stand of Stunted Trees
You are standing among some trees. They appear to be coniferous, although
you can't quite identify their type. The trees are spaced well enough apart
to allow some smaller plants to grow in the rich mulch provided by the bed
of old needles. The stand continues east, while the rolling plains continue
in all other directions.
A small plant grows here, with long, pointed leaves and flowers at its top.
Exits: North East South West.

* C HP:Wounded Mana:Icy Move:Tired>w
s
Rolling Plains
Pausing a moment to mop your brow, you survey your surroundings. To the
south, the gently rolling plains continue without much change. To the east,
a stunted stand of trees grows. To the north, a dense thicket promises a
safe place to rest without notice. To the west, the plains change to dry
flatlands.
*a dreadful Orc*, wielding an ornate, steel-shafted warhammer, is here, riding
a hungry warg.
A hungry warg is standing here, ridden by *a dreadful Orc*.
w
*a dreadful Orc*, wielding a great warsword, is standing here.
Exits: North East South West.

* C HP:Wounded Mana:Icy Move:Tired>*a dreadful Orc* quickly approaches, trying to pound you.

w
No way! 
You are fighting for your life!

* C HP:Wounded Mana:Icy Move:Tired *a dreadful Orc*:Healthy>*a dreadful Orc* quickly approaches, trying to smite you.
No way! 
You are fighting for your life!

* C HP:Wounded Mana:Icy Move:Tired *a dreadful Orc*:Healthy>f
No way! 
You are fighting for your life!
*a dreadful Orc* tries to pound you, but your parry is successful.

* C HP:Wounded Mana:Icy Move:Tired *a dreadful Orc*:Healthy>*a dreadful Orc* smites your right hand extremely hard and shatters it.
You feel a strong ache there!
You flee head over heels.
A Stand of Stunted Trees
You are standing among some trees. They appear to be coniferous, although
you can't quite identify their type. The trees are spaced well enough apart
to allow some smaller plants to grow in the rich mulch provided by the bed
of old needles. The stand continues east, while the rolling plains continue
in all other directions.
A small plant grows here, with long, pointed leaves and flowers at its top.
Exits: North East South West.

* C HP:Wounded Mana:Icy Move:Slow>w
Rolling Plains
Pausing a moment to mop your brow, you survey your surroundings. To the
south, the gently rolling plains continue without much change. To the east,
a stunted stand of trees grows. To the north, a dense thicket promises a
safe place to rest without notice. To the west, the plains change to dry
flatlands.
*a dreadful Orc*, wielding an ornate, steel-shafted warhammer, is here, riding
a hungry warg.
A hungry warg is standing here, ridden by *a dreadful Orc*.
n
*a dreadful Orc*, wielding a great warsword, is standing here.
Exits: North East South West.

* C HP:Wounded Mana:Icy Move:Slow>*a dreadful Orc* quickly approaches, trying to pound you.

w
No way! 
You are fighting for your life!

* C HP:Wounded Mana:Icy Move:Slow *a dreadful Orc*:Healthy>f
No way! 
You are fighting for your life!
*a dreadful Orc* quickly approaches, trying to smite you.
You pound *a dreadful Orc*'s body and tickle it.

* C HP:Wounded Mana:Icy Move:Slow *a dreadful Orc*:Fine>n
You flee head over heels.
The Flats
You are standing upon one of many plots of dry, broken earth which make up
these plains. Around you grow evil looking shrubs and weeds that grow taller
than you'd think possible. Small shoots of brown grass try to grow within
the cracks of the dried earth which creaks like old floorboards when you
walk on it. These flats stretch away are bordered to the west and south by
a band of shrubs, giving way to gently rolling plains to the north and east.
Exits: North East South West.

* C HP:Wounded Mana:Icy Move:Slow>Rolling Plains
You are standing in the deep grass of gently rolling plains. 
You see no
signs of civilization anywhere. To the west, the grasslands give way to
some evil looking flats. To the east is a dense thicket, while to the south
a band of shrubs promises to make passage difficult.
Exits: East South West.

* C HP:Wounded Mana:Icy Move:Slow>n
w
Alas, you cannot go that way...

* C HP:Wounded Mana:Icy Move:Slow>The Flats
You are standing upon one of many plots of dry, broken earth which make up
these plains. Around you grow evil looking shrubs and weeds that grow taller
than you'd think possible. Small shoots of brown grass try to grow within
the cracks of the dried earth which creaks like old floorboards when you
walk on it.
Exits: North East South West.

* C HP:Wounded Mana:Icy Move:Slow>w
w
Thorny Brush
You find yourself amid a stand of thorny bushes which tear your clothes and
skin as you try to wade through it. It is at times so thick and dense that
you wonder wether you will become stuck in it. But, fortunately, your
constant pain pays off as your limbs move you, albeit slow and painfully,
through this sea of thorns.
A domesticated pony, beast of burden to many, stands here.
Exits: North East [South] [West].

* C HP:Wounded Mana:Icy Move:Slow>The brush seems to be closed.

* C HP:Wounded Mana:Icy Move:Slow>w
The brush seems to be closed.

* C HP:Wounded Mana:Icy Move:Slow>s
The branches seems to be closed.

* C HP:Wounded Mana:Icy Move:Slow>w
The brush seems to be closed.

* C HP:Wounded Mana:Icy Move:Slow>rid pony
n
You pick up a pony's reins, and start riding him.

* R C HP:Wounded Mana:Icy Move:Slow>In the Brush
You are standing upon one of many plots of dry, broken earth which make up
these plains. Around you grow evil looking shrubs and weeds that grow taller
than you'd think possible. Small shoots of brown grass try to grow within
the cracks of the dried earth which creaks like old floorboards when you
walk on it.
A pony is standing here, ridden by you.
Exits: East South West.

* R C HP:Wounded Mana:Icy Move:Slow>w
ZBLAM! A pony doesn't want you riding him anymore.
You stop riding a pony.

* C HP:Bad Mana:Icy Move:Slow>w
Nah... 
You feel too relaxed to do that..

* C HP:Bad Mana:Cold Move:Slow>sta
You stop resting, and stand up.

* C HP:Bad Mana:Cold Move:Slow>* C HP:Bad Mana:Cold Move:Slow>rid pony
w
You pick up a pony's reins, and start riding him.

* R C HP:Bad Mana:Cold Move:Slow>Thorny Brush
Tangled brambles in all directions rising as high as an ordinary housetop -
if there were houses or any sign of civilization here - obscure the vision 
and reduce travel to an utter crawl.  There is no path in this muddy earth,
though some odd small footprints can be seen in the mud.  Briars tear at
the legs, and thorny canes spring back at the eyes as you struggle through.
A pony is standing here, ridden by you.
Exits: East South [West].

* R C HP:Bad Mana:Cold Move:Slow>w
The briars seems to be closed.

* R C HP:Bad Mana:Cold Move:Slow>s
Thorny Brush
You find yourself amid a stand of thorny bushes which tear your clothes and
skin as you try to wade through it. It is at times so thick and dense that
you wonder wether you will become stuck in it. But, fortunately, your
constant pain pays off as your limbs move you, albeit slow and painfully,
through this sea of thorns.
A pony is standing here, ridden by you.
Exits: North East [South] [West].

* R C HP:Bad Mana:Cold Move:Slow>w
The brush seems to be closed.

* R C HP:Bad Mana:Cold Move:Slow>s
The thornbushes seems to be closed.

* R C HP:Bad Mana:Cold Move:Slow>sc
96/397 hit, 5/44 mana, and 22/144 moves.

* R C HP:Bad Mana:Cold Move:Slow>op exit s
You begin opening your path through the thornbushes...
You would probably kill yourself in the attempt... Better give up.

* R C HP:Bad Mana:Cold Move:Slow>sco
97/397 hit, 6/44 mana, and 24/144 moves.

* R C HP:Bad Mana:Cold Move:Slow>sc
97/397 hit, 6/44 mana, and 25/144 moves.

* R C HP:Bad Mana:Cold Move:Slow>n
Thorny Brush
Tangled brambles in all directions rising as high as an ordinary housetop -
if there were houses or any sign of civilization here - obscure the vision 
and reduce travel to an utter crawl.  There is no path in this muddy earth,
though some odd small footprints can be seen in the mud.  Briars tear at
the legs, and thorny canes spring back at the eyes as you struggle through.
A pony is standing here, ridden by you.
Exits: East South [West].

* R C HP:Bad Mana:Cold Move:Slow>e
In the Brush
You are standing upon one of many plots of dry, broken earth which make up
these plains. Around you grow evil looking shrubs and weeds that grow taller
than you'd think possible. Small shoots of brown grass try to grow within
the cracks of the dried earth which creaks like old floorboards when you
walk on it.
A pony is standing here, ridden by you.
Exits: East South West.

* R C HP:Bad Mana:Cold Move:Slow>s
Thorny Brush
You find yourself amid a stand of thorny bushes which tear your clothes and
skin as you try to wade through it. It is at times so thick and dense that
you wonder wether you will become stuck in it. But, fortunately, your
constant pain pays off as your limbs move you, albeit slow and painfully,
through this sea of thorns.
*a dreadful Orc*, wielding an ornate, steel-shafted warhammer, is here, riding
a hungry warg.
A hungry warg is standing here, ridden by *a dreadful Orc*.
*a dreadful Orc*, wielding a great warsword, is standing here.
A pony is standing here, ridden by you.
Exits: North East [South] [West].
*a dreadful Orc* leaves east.

* R C HP:Bad Mana:Cold Move:Slow>s
The branches seems to be closed.
*a dreadful Orc* carefully examines the ground around her, looking for
tracks...

* R C HP:Bad Mana:Cold Move:Slow>e
The Flats
You are standing upon one of many plots of dry, broken earth which make up
these plains. Around you grow evil looking shrubs and weeds that grow taller
than you'd think possible. Small shoots of brown grass try to grow within
the cracks of the dried earth which creaks like old floorboards when you
walk on it.
*a dreadful Orc*, wielding a great warsword, is standing here.
A pony is standing here, ridden by you.
Exits: North East South West.

* R C HP:Bad Mana:Cold Move:Slow>s
*a dreadful Orc* smites your head extremely hard and shatters it.
You wish that your wounds would stop BLEEDING so much!
No way! 
You are fighting for your life!
You pound *a dreadful Orc*'s left leg extremely hard.

* R C HP:Bad Mana:Cold Move:Slow *a dreadful Orc*:Fine>s
No way! 
You are fighting for your life!

* R C HP:Bad Mana:Cold Move:Slow *a dreadful Orc*:Fine>f

*a dreadful Orc* has arrived from the west riding a hungry warg.

* R C HP:Bad Mana:Cold Move:Slow *a dreadful Orc*:Fine>e
You swiftly dodge *a dreadful Orc*'s attempt to pound you.
You wish that your wounds would stop BLEEDING so much!
You flee head over heels.
Rolling Plains
You are standing in the deep grass of gently rolling plains. 
You see no
signs of civilization anywhere. To the west, the grasslands give way to
some evil looking flats. To the east is a dense thicket, while to the south
a band of shrubs promises to make passage difficult.
A pony is standing here, ridden by you.
Exits: East South West.

* R C HP:Bad Mana:Cold Move:Slow>s
A Dense Thicket
All around you, the dense vegetation screens you from the worst of the sun
and anyone (or anything) passing by. 
You feel safe in here, making this an
ideal place to rest. Looking out of the thicket, you can see that the plains
continue to the east, south, and west. To the southeast, you can see a
stand of trees.
A man's-waist high evergreen shrub grows here, with bright green branches.
A pony is standing here, ridden by you.
Exits: East South West.

* R C HP:Bad Mana:Cold Move:Slow>s
Rolling Plains
Pausing a moment to mop your brow, you survey your surroundings. To the
south, the gently rolling plains continue without much change. To the east,
a stunted stand of trees grows. To the north, a dense thicket promises a
safe place to rest without notice. To the west, the plains change to dry
flatlands.
A pony is standing here, ridden by you.
Exits: North East South West.

* R C HP:Bad Mana:Cold Move:Slow>Old East Road
The road continues making its way east-west through the rolling plains.
You feel that you are all alone in this wide land. To the east, jagged,
broken hills block the road's easy path, while, to the southeast, the plains
become rougher.
A pony is standing here, ridden by you.
Exits: North =East= South =West=.

* R C HP:Bad Mana:Cold Move:Slow>dism
You stop riding a pony.

* C HP:Bad Mana:Cold Move:Slow>w
Old East Road
You are standing on the Old East Road as it makes its way east-west through
some gently rolling plains. In the distance to the southeast, the land
becomes much rougher. Rising above the road to the east are some jagged
hills. There doesn't seem to be much living here besides you and the grass
covering the plains.
Exits: North =East= South =West=.

* C HP:Bad Mana:Cold Move:Slow>w
Old East Road
The air is cool here as you walk upon the road, leading you east or west
through the bushland. As you stop and survey your progress, you notice a
dark shadow pass over the prairie and even the thorny shrubs scattered
throughout seem to shiver at its passing, or is it just a trick of the eye
and a play of the wind? Feeling cold that emanates not so much from the
outside as within, you feel an urge to quicken your journey.
Exits: North =East= South =West=.

* C HP:Bad Mana:Cold Move:Slow>w
w
Old East Road
Always hugging the old road that you follow, hoping it will not lead you astray
to either the east or the north in which directions it flows. But, the mute
pain and stillness of these dark plains are starting to get under skin. 
You
think you see things where nothing is there, and you begin to hear things
from places where nothing stirs.  
You want to leave this place. Suddenly, 
you spot a dark shadow moving through the brush on the side of the road 
to the west! 
You wonder if this is what had been tracking you all 
through this place or is it merely your imagination again?
Exits: =North= =East= South West.

* C HP:Bad Mana:Cold Move:Weak>w
You plunge into the deepest part of the thorny brush...
Thorny Brush
Thorny bushes all but block the light of day, growing unnaturally tall -
as high as fifteen feet - and bearing broad, heavy branches covered with
ripping thorns. The lay of the land can only be sensed, not seen. It
rises sharply to the east, while sloping gently downward to the west where
a muddy trickle wanders slowly among the bases of the huge bushes. Odd
footprints can be seen in the mud, and the squeak of rats can be heard in
the brush all around.
Exits: North [East] South West.

* C HP:Bad Mana:Cold Move:Weak>w
Brush-covered Stones
Great stands of brown brush, its canes armed with sharp, tearing thorns, rise
up all around, almost hiding from view some foundation stones and crumbled,
overgrown walls. Perhaps this was a fortification once, but it is impossible
really to tell. The grey stones have lost their corners, and resemble a
scattered heap of frost-worn boulders more than the remains of any definite
type of building. Muddy water trickles southward at the base of the stones.
A large bush grows here, its great spiny branches waving in the wind.
Exits: East South.

* C HP:Bad Mana:Cold Move:Weak>
Alas, you cannot go that way...

* C HP:Bad Mana:Cold Move:Weak>s

A giant spine-bush hits your left foot hard and shatters it.
You wish that your wounds would stop BLEEDING so much!
You try to pound a giant spine-bush, but it parries successfully.

* C HP:Bad Mana:Cold Move:Weak a giant spine-bush:Healthy>No way! 
You are fighting for your life!

* C HP:Bad Mana:Cold Move:Weak a giant spine-bush:Healthy>f
You flee head over heels.
Thornbush-choked Valley
This valley is shallow, broad, and bounded by low embankments to the east
and west.  If it were not for the huge thornbushes which fill virtually
every square foot of its floor, obscuring the small, muddy southward-tending
stream from view, and which block and overhang every possible place where
the embankments might be climbed, travel through here would not be difficult.
In fact, it is very difficult to get out of the valley on either side.
The thorns seem to positively resist, interlacing themselves to block
passage.
Exits: North East South West.

* C HP:Bad Mana:Cold Move:Fainting>s
w
Brushy Valley
This is the valley of a small southward-tending creek, muddy and nearly dry,
which dribbles slowly through a succession of muddy pools.  The valley is
virtually choked with tall, brown-withed thorny bushes, whose tangled
canes make travel almost impossible, particularly up the embankments to the
east and west which are overhung by the huge and malevolent plants.
Exits: North East South West.

* C HP:Bad Mana:Cold Move:Fainting>Thorny Brush
Huge thorn-covered bushes and shrubs rise on every side, greater and more
dangerous-looking than any product of unaided nature.  The dagger-like thorns
they bear are fully five inches long, brown, and needle-sharp.  The thickets
and brush hide the surrounding landscape from view; only a circle of sky
overhead remains unobscured.  Rustling sounds can be heard from the depths
of the brush.
Exits: North East South West Down.

* C HP:Bad Mana:Cold Move:Fainting>w
You are too exhausted.

* C HP:Bad Mana:Cold Move:Fainting>sleep
You go to sleep.

* C HP:Bad Mana:Cold Move:Fainting>sco
58/397 hit, 8/44 mana, and 3/144 moves.

* C HP:Bad Mana:Cold Move:Fainting>sco
58/397 hit, 8/44 mana, and 4/144 moves.

* C HP:Bad Mana:Cold Move:Fainting>sco
58/397 hit, 8/44 mana, and 4/144 moves.

* C HP:Bad Mana:Cold Move:Fainting>sco
59/397 hit, 8/44 mana, and 5/144 moves.

* C HP:Bad Mana:Cold Move:Weak>eq
In your dreams, or what?

* C HP:Bad Mana:Cold Move:Weak>sco
59/397 hit, 8/44 mana, and 5/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sco
60/397 hit, 9/44 mana, and 6/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sco
60/397 hit, 9/44 mana, and 6/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sco
60/397 hit, 9/44 mana, and 7/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sco
60/397 hit, 9/44 mana, and 7/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sco
61/397 hit, 9/44 mana, and 7/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sco
61/397 hit, 9/44 mana, and 8/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sco
61/397 hit, 9/44 mana, and 8/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sco
61/397 hit, 9/44 mana, and 9/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sco
62/397 hit, 9/44 mana, and 9/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sco
62/397 hit, 10/44 mana, and 10/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sco
62/397 hit, 10/44 mana, and 10/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sco
62/397 hit, 10/44 mana, and 10/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sco
63/397 hit, 10/44 mana, and 11/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sco
63/397 hit, 10/44 mana, and 12/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sco
63/397 hit, 10/44 mana, and 12/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sco
64/397 hit, 10/44 mana, and 12/144 moves.

* C HP:Bad Mana:Cold Move:Weak>wake
l
You wake, and sit up.

* C HP:Bad Mana:Cold Move:Weak>Thorny Brush
Huge thorn-covered bushes and shrubs rise on every side, greater and more
dangerous-looking than any product of unaided nature.  The dagger-like thorns
they bear are fully five inches long, brown, and needle-sharp.  The thickets
and brush hide the surrounding landscape from view; only a circle of sky
overhead remains unobscured.  Rustling sounds can be heard from the depths
of the brush.

* C HP:Bad Mana:Warm Move:Weak>rest
You rest your tired bones.

* C HP:Bad Mana:Warm Move:Weak>sco
65/397 hit, 11/44 mana, and 14/144 moves.

* C HP:Bad Mana:Warm Move:Weak>where
Players in your zone
--------------------
Ciryo                - In the Brush
Kazan                - Thorny Brush

* C HP:Bad Mana:Warm Move:Weak>stat
OB: 88%, DB: -38%, PB: 84%, Armour: 83%. Wimpy: 0. Mood: wimpy.
Needed: 252,133 xp, 0 tp. Gold: 27. Alert: normal.
Affected by:
- a light wound at the right hand.
- panic
- a light wound at the body.
- a light wound at the left foot.
- noquit
- novoid

* C HP:Bad Mana:Warm Move:Slow>t ciryo port bob
Ok.

* C HP:Bad Mana:Warm Move:Slow>sc
67/397 hit, 12/44 mana, and 17/144 moves.

* C HP:Bad Mana:Warm Move:Slow>sta
You stop resting, and stand up.

* C HP:Bad Mana:Warm Move:Slow>s
Thorny Brush
You find yourself amid a stand of thorny bushes which tear your clothes and
skin as you try to wade through it. It is at times so thick and dense that
you wonder wether you will become stuck in it. But, fortunately, your
constant pain pays off as your limbs move you, albeit slow and painfully,
through this sea of thorns.
Exits: North East South West Down.

* C HP:Bad Mana:Warm Move:Slow>w
The bushes seem to shift behind you.
Thorny Brush
This is flat, dryish land which is covered by brown thorny bushes for miles
around.  Their creepers seem to wave strangely in the flat air and to
tear maliciously at you.  Tall, dense, and opaque, their branches limit your
view of your surroundings and impede passage.
Exits: [North] [East] South West.
You suddenly notice a brushman.

* C HP:Bad Mana:Warm Move:Weak>s
In The Brush
You find yourself amid a stand of thorny bushes which tear your clothes and
skin as you try to wade through it. It is at times so thick and dense that
you wonder wether you will become stuck in it. But, fortunately, your
constant pain pays off as your limbs move you, albeit slow and painfully,
throw this sea of thorns.
Exits: North East South West.

* C HP:Bad Mana:Warm Move:Weak>sc
68/397 hit, 12/44 mana, and 13/144 moves.

* C HP:Bad Mana:Warm Move:Weak>rest
You sit down and rest your tired bones.

* C HP:Bad Mana:Warm Move:Weak>sta
You stop resting, and stand up.

* C HP:Bad Mana:Warm Move:Weak>cl
-cast 'cure light'
You muster all of your concentration...

\rest
|/-\Your scratches and bruises disappear.

* C HP:Bad Mana:Icy Move:Slow>
You sit down and rest your tired bones.

* C HP:Bad Mana:Icy Move:Slow>
Ciryo tells you 'bob where?'
*a dreadful Orc* has arrived from the north.

* C HP:Bad Mana:Icy Move:Slow>
*a dreadful Orc* smites your left arm extremely hard and shatters it.
You feel a strong ache there!
You wish that your wounds would stop BLEEDING so much!
You pound *a dreadful Orc*'s head very hard and tickle it.

* C HP:Awful Mana:Icy Move:Slow *a dreadful Orc*:Fine>sta
Do you not consider fighting as standing?

* C HP:Awful Mana:Icy Move:Slow *a dreadful Orc*:Fine>s
No way! 
You are fighting for your life!

* C HP:Awful Mana:Icy Move:Slow *a dreadful Orc*:Fine>f
You flee head over heels.
In the Brush
You are standing upon one of many plots of dry, broken earth which make up
these plains. Around you grow evil looking shrubs and weeds that grow taller
than you'd think possible. Small shoots of brown grass try to grow within
the cracks of the dried earth which creaks like old floorboards when you
walk on it. Weeds surround you on two sides, and brush on the third as 
the patch of clear land you were following ends.
Exits: North East South West.

* C HP:Awful Mana:Icy Move:Weak>w
In the Brush
You are standing upon one of many plots of dry, broken earth which make up
these plains. Around you grow evil looking shrubs and weeds that grow taller
than you'd think possible. Small shoots of brown grass try to grow within
the cracks of the dried earth which creaks like old floorboards when you
walk on it. Within this large expanse of barren land, the only signs of 
plant life you see are a tall group of weeds growing to the west.
Exits: North East South West.

* C HP:Awful Mana:Icy Move:Weak>w
A Tall Stand of Weeds
You push your way into a stand of gigantically tall grey weeds which stand
like spears, pointing skywards. They rise to heights which dwarf even you
and their stems grow as thick as your wrist. `These are not ordinary weeds',
you think to yourself and you even imagine you hear a low humming noise
among them.
The patch of weeds here shifts strangely in the breeze.
Exits: North East South West.

* C HP:Awful Mana:Icy Move:Weak>n
In The Brush
You find yourself amid a stand of thorny bushes which tear your clothes and
skin as you try to wade through it. It is at times so thick and dense that
you wonder whether you will become stuck in it.  The thorny creepers seem
to move, to wave, to catch at you, to strike at you.  The vegetation seems
not merely difficult - but malevolent.
Exits: North East South West.

* C HP:Awful Mana:Icy Move:Weak>n
In the Brush
You are standing upon one of many plots of dry, broken earth which make up
these plains. Around you grow evil looking shrubs and weeds that grow taller
than you'd think possible. Small shoots of brown grass try to grow within
the cracks of the dried earth which creaks like old floorboards when you
walk on it. Here, the flats fade into a wall of brush in all directions 
but west, where the flats linger on.
Exits: North East South West.

* C HP:Awful Mana:Icy Move:Weak>rest
You sit down and rest your tired bones.

* C HP:Awful Mana:Icy Move:Weak>tell Ciryo now pls
Ok.
Saving Kazan.

* C HP:Awful Mana:Icy Move:Weak>sco
34/397 hit, 2/44 mana, and 10/144 moves.

* C HP:Awful Mana:Icy Move:Weak>sco
34/397 hit, 2/44 mana, and 10/144 moves.

* C HP:Awful Mana:Icy Move:Weak>sco
35/397 hit, 2/44 mana, and 11/144 moves.

* C HP:Awful Mana:Icy Move:Weak>stat
OB: 90%, DB: -38%, PB: 85%, Armour: 83%. Wimpy: 0. Mood: wimpy.
Needed: 252,133 xp, 0 tp. Gold: 27. Alert: normal.
Affected by:
- a light wound at the left arm.
- a light wound at the right hand.
- panic
- a light wound at the body.
- a light wound at the left foot.
- noquit
- novoid

* C HP:Awful Mana:Icy Move:Weak>sco
35/397 hit, 2/44 mana, and 12/144 moves.

* C HP:Awful Mana:Icy Move:Weak>stat
OB: 90%, DB: -38%, PB: 85%, Armour: 83%. Wimpy: 0. Mood: wimpy.
Needed: 252,133 xp, 0 tp. Gold: 27. Alert: normal.
Affected by:
- a light wound at the left arm.
- a light wound at the right hand.
- panic
- a light wound at the body.
- a light wound at the left foot.
- noquit
- novoid

* C HP:Awful Mana:Icy Move:Weak>sco
36/397 hit, 2/44 mana, and 12/144 moves.

* C HP:Awful Mana:Icy Move:Weak>sco
36/397 hit, 2/44 mana, and 13/144 moves.

* C HP:Awful Mana:Icy Move:Weak>sco
36/397 hit, 2/44 mana, and 13/144 moves.

* C HP:Awful Mana:Icy Move:Weak>
Ciryo tells you 'where???'

* C HP:Awful Mana:Icy Move:Weak>sco
37/397 hit, 3/44 mana, and 14/144 moves.

* C HP:Awful Mana:Icy Move:Weak>
*a dreadful Orc* has arrived from the south.

* C HP:Awful Mana:Icy Move:Slow>
*a dreadful Orc* smites your left leg extremely hard and shatters it.
You wish that your wounds would stop BLEEDING so much!
You pound *a dreadful Orc*'s body extremely hard.

* C HP:Awful Mana:Icy Move:Slow *a dreadful Orc*:Hurt>tell Ciryo in your zone!
Ok.

* C HP:Awful Mana:Icy Move:Slow *a dreadful Orc*:Hurt>f
* C HP:Awful Mana:Icy Move:Slow *a dreadful Orc*:Hurt>
You flee head over heels.
In the Brush
You are standing upon one of many plots of dry, broken earth which make up
these plains. Around you grow evil looking shrubs and weeds that grow taller
than you'd think possible. Small shoots of brown grass try to grow within
the cracks of the dried earth which creaks like old floorboards when you
walk on it.
Exits: North East South West.

* C HP:Awful Mana:Icy Move:Weak>w
w
w
The Flats
You are standing upon one of many plots of dry, broken earth which make up
these plains. Around you grow evil looking shrubs and weeds that grow taller
than you'd think possible. Small shoots of brown grass try to grow within
the cracks of the dried earth which creaks like old floorboards when you
walk on it.
Exits: North East South West.

* C HP:Awful Mana:Icy Move:Weak>w
Chalk Plains
The grass grows low here, and has a brownish tone. In large areas nothing
grows at all, exposing white hard soil. This landscape continues south,
while the grass grows thicker and higher in the other directions.
Far west-northwest you see the blue shadow of Amon Sûl on the horizon.
For a long time it has been watching these plains, and a feeling that someone
is searching you right now from that direction comes over you.
Exits: North East South West.

* C HP:Awful Mana:Icy Move:Weak>n
Plains
The grass grows high here, yet it seems dull and lifeless. The ground lacks
any topsoil, and rain that falls here is quickly gathered in small brooks
among the faint low hills, draining the plains. Stepping over one of these
brooks you notice a very round and white rock on the bottom. North and west
of here the grass retains its thickness and height, but east and south it
grows shorter and more sparse for a few miles. A thick green-grey streak
lines the horizon in these directions, indicating denser vegetation.
A bedraggled man stumbles as best he can across the terrain.
A lone hawk soars high above you.
Exits: North East South West.

* C HP:Awful Mana:Icy Move:Weak>n
Plains
Making your way through the high grass is not as easy as you first thought.
It is difficult to maintain a sense of direction when so much of what you
see is the same. Westwards however, the vegetation becomes less dense.
A small cluster of clover grows here.
A small cluster of clover grows here.
Exits: North East South West.

* C HP:Awful Mana:Icy Move:Weak>Plains
The grass appears somewhat trampled here; studying the ground more carefully
reveals some tracks leading to and from the road. Apparently some travellers 
before you stepped off the road here, perhaps to rest some before continuing
their journey.
Exits: North East South West.

* C HP:Awful Mana:Icy Move:Weak>w
Old East Road
The road bends again, offering to take you east and north from here. Looking
south and west you see vast plains of tall green grass. Such vegetation is
likely to harbour many small creatures for a hungry hunter.
Exits: =North= =East= South West.

* C HP:Awful Mana:Icy Move:Weak>n
Plains
You find yourself knee-deep in a sea of swaying grass. The plains border
the road which runs north and east of here. More plains are visible west-
wards and a craggy, rougher landscape to the south.
Exits: North East South West.

* C HP:Awful Mana:Icy Move:Weak>n
Old East Road
The road goes on east and west again seemingly forever surrounded
by the endless green plains. Some low bushes are growing beside it.
Exits: North =East= South =West=.

* C HP:Awful Mana:Icy Move:Weak>w
Plains
A few lonely trees border the road to the south. The dry grass cracks
under your feet as you make your way forward. Sounds of animals can be
heard from within the dense plains. Judging from the many tracks in
the dirt this might be a good place to hunt for food.
A grey hare stands alert, looking and listening for predators.
Exits: North East South West.

* C HP:Awful Mana:Icy Move:Weak>w
Plains
You are walking through the dry grass on some plains beside the Old East road.
The vegetation is sparse and consists mostly of a few bushes and lonely trees
besides the high grass. The silence is uncanny and you cannot see a single
animal around, except for a casual bird flying high in the air.
A raider is here, looking for plunder.
Exits: North East South West.

* C HP:Awful Mana:Icy Move:Fainting>w
Plains
In the middle of these plains the grass is burnt and trampled. Someone
obviously made a campfire here quite recently. 
You are surrounded by grassy
plains in all directions, except to the south, where the road you left is
visible. Staying in these plains might be a good way to elude followers.
A bedraggled man stumbles as best he can across the terrain.
A bedraggled man stumbles as best he can across the terrain.
A fallow deer is grazing peacefully here.
Exits: North East South West.

* C HP:Awful Mana:Icy Move:Fainting>Plains
Here, just north of the Old East Road, vast plains of green grass dominates
the surroundings. The grass appears trampled in some places indicating some
larger creatures have walked here recently. It is possible to move in all
directions from here.
Exits: North East South West.

* C HP:Awful Mana:Icy Move:Fainting>frest
Arglebargle, glop-glyf!?!

* C HP:Awful Mana:Icy Move:Fainting>sc
10/397 hit, 4/44 mana, and 2/144 moves.
You feel bolder.

* C HP:Awful Mana:Icy Move:Fainting>rest
You sit down and rest your tired bones.

* C HP:Awful Mana:Icy Move:Fainting>sc
10/397 hit, 4/44 mana, and 3/144 moves.
Summer sings 'miss me?'

* C HP:Awful Mana:Icy Move:Fainting>where
Players in your zone
--------------------
Kazan                - Plains

* C HP:Awful Mana:Icy Move:Fainting>sco
10/397 hit, 4/44 mana, and 4/144 moves.

* C HP:Awful Mana:Icy Move:Fainting>sco
sco
11/397 hit, 4/44 mana, and 4/144 moves.

* C HP:Awful Mana:Icy Move:Fainting>11/397 hit, 4/44 mana, and 4/144 moves.

* C HP:Awful Mana:Icy Move:Fainting>sco
11/397 hit, 4/44 mana, and 5/144 moves.

* C HP:Awful Mana:Icy Move:Weak>where
Players in your zone
--------------------
Kazan                - Plains

* C HP:Awful Mana:Icy Move:Weak>sco
12/397 hit, 4/44 mana, and 5/144 moves.

* C HP:Awful Mana:Icy Move:Weak>sco
12/397 hit, 4/44 mana, and 6/144 moves.

* C HP:Awful Mana:Cold Move:Weak>sco
12/397 hit, 5/44 mana, and 6/144 moves.

* C HP:Awful Mana:Cold Move:Weak>sco
12/397 hit, 5/44 mana, and 6/144 moves.

* C HP:Awful Mana:Cold Move:Weak>sta
You stop resting, and stand up.

* C HP:Awful Mana:Cold Move:Weak>n
Plains
The dry grass grows up to your waist and slight waves form on it in the gentle
breeze. Small dried bushes grow here and there and the grass has a less green
look to it. Plains surround you in all directions.
A small cluster of clover grows here.
A small cluster of clover grows here.
Exits: East South West.

* C HP:Awful Mana:Cold Move:Weak>n
Alas, you cannot go that way...

* C HP:Awful Mana:Cold Move:Weak>w
Plains
Surrounded by plains it is hard to keep track of your whereabouts. 
You are
however sure of the fact that the road is somewhere to the south. Every once
in a while a small animal can be seen through the grass. This would definitely
be a good place for the hungry hunter to find prey.
Exits: East South West.

* C HP:Awful Mana:Cold Move:Weak>w
Plains
Surrounded by plains in all directions you begin to wonder if it wouldn't be
better to head back to the road again. The grass is dry and cracks under your
feet. A closer examination of the ground reveals some tracks of hoofed
creatures and tiny footprints of unknown origin.
A raider is here, looking for plunder.
Exits: East South West.

* C HP:Awful Mana:Cold Move:Fainting>w
Plains
You are standing in the middle of the wide plains that reach far into the
distance. 
You can barely see your feet as you make your way through. As
the gentle wind bends the grass tracks of different animals can be seen,
both smaller and larger.
A bedraggled man stumbles as best he can across the terrain.
Exits: North East South West.

* C HP:Awful Mana:Cold Move:Fainting>rest
You sit down and rest your tired bones.

* C HP:Awful Mana:Cold Move:Fainting>sc
14/397 hit, 5/44 mana, and 4/144 moves.

* C HP:Awful Mana:Cold Move:Fainting>sc
14/397 hit, 5/44 mana, and 4/144 moves.

* C HP:Awful Mana:Cold Move:Fainting>sc
14/397 hit, 5/44 mana, and 4/144 moves.

* C HP:Awful Mana:Cold Move:Fainting>sta
w
You stop resting, and stand up.

* C HP:Awful Mana:Cold Move:Weak>w
The Cracked Land
Pot-holes and sunken streambeds dot the flat land. The unforgiving soil
supports little plant growth and even fewer animals. Water soaks quickly
underground, but whence it goes is a mystery.
A lone hawk soars high above you.
Exits: North East South West.

* C HP:Awful Mana:Cold Move:Fainting>The Haunting-bowl
A shallow canyon has formed here, more than a mile across. It is fairly flat
inside with just the hint of curvature to the depression. However, the sides
are quite steep and pitted with clefts. The vegetation is especially barren,
with not even grass growing. Some dark green weeds sprout in places, breaking
from the hard dirt. The wind swirling around the bowl gives an eerie howl. Even
more disturbing is that the ground seems to be perpetually trembling. It is
ever so slight, but it is constant, like an earthquake about to spring to life.
In every direction, the ways out of this canyon look equally poor, but a brief
scramble should suffice.
Exits: North East South West.

* C HP:Awful Mana:Cold Move:Fainting>n
The Cracked Land
This stretch of the Lone-lands is especially bleak. The landscape is flat as
far as the eye can see for many miles, yet the terrain is not featureless.
Narrow cracks and wide gullies cross the land where the rainwater has flowed
into the ground. A large depression to the south perhaps has a similar origin.
Exits: East South West.

* C HP:Awful Mana:Cold Move:Fainting>w
Plains
From Bree to Rivendell, the plains of Eriador are infamous. Stretching across
the land like a dull blanket, they dutifully stretch onwards. No water sources
mean few plants and few animals, though the place is by no means a desert.
Barren is the most apt description.
Exits: East South West.

* C HP:Awful Mana:Cold Move:Fainting>w
You are too exhausted.

* C HP:Awful Mana:Cold Move:Fainting>w
The Sparse Land
The land about is certainly flat, and the thin soil suggests the name. Animal
tracks are few but still evident on the ground. These marks range from small
paw to large hoof. The odour of mammals drift on the wind to ones nostrils, yet
though the brush hardly limits one's view, it is hard to catch a glimpse of the
lands inhabitants.
A grey hare stands alert, looking and listening for predators.
Exits: East South West.

* C HP:Awful Mana:Cold Move:Exhausted>rest
You sit down and rest your tired bones.

* C HP:Awful Mana:Cold Move:Exhausted>sc
16/397 hit, 6/44 mana, and 0/144 moves.

* C HP:Awful Mana:Cold Move:Fainting>tell Ciryo neni'ish awful 0 moves
Ok.

* C HP:Awful Mana:Cold Move:Weak>sc
18/397 hit, 7/44 mana, and 5/144 moves.

* C HP:Awful Mana:Cold Move:Weak>
Ciryo tells you 'i cant find ya'

* C HP:Awful Mana:Cold Move:Weak>sc
19/397 hit, 7/44 mana, and 5/144 moves.

* C HP:Awful Mana:Cold Move:Weak>sc
19/397 hit, 8/44 mana, and 5/144 moves.

* C HP:Awful Mana:Cold Move:Weak>sta
You stop resting, and stand up.

* C HP:Awful Mana:Cold Move:Weak>w
The Sparse Land
Northeast of Weathertop and into the vast reaches of the Oiolad, the plains are
flat as far as the eye can see. Closer inspection reveals the eroded nature of
the terrain. Short tufts of grass spring from the unlikeliest of places: cracks
and crevices or a patch of remaining soil. Even weeds find it hard to grow as
the ground dries quickly after the rain, the drops disappearing into the earth.
Exits: East South West.

* C HP:Awful Mana:Cold Move:Weak>w
Mouth of the Valley
Nestled at the foot of the northern flank of Weathertop, and southeast of the
Weather hills, lies this valley. The slope is quite gentle, as the valley
leaves the shelter of the hills. The vegetation supported is varied and
substantial compared to the plains north and east. Perhaps the drainage
provided by the valley is the clue to this.
Exits: East South West.

* C HP:Awful Mana:Cold Move:Fainting>w
Valley's End
This is the western end of the valley, the ground rising in every direction
bar the east. This place seems to act as a refuge for much of the wildlife in
the area, due both to the shelter the valley gives, and to the spring on the
southern slope. A stream trickles down into the valley floor.
A grey wolf is here, snarling aggressively.
Exits: East South West.

* C HP:Awful Mana:Cold Move:Fainting>w
The climb into the Weather Hills is a moderate strain.
Southern End of the Weather Hills
Wandering among the Weather Hills is fairly easy, as long as there is a path to
follow, but here that is not the case. The surrounding area is so lush with
grass and undergrowth that even a poorly-maintained trail would be a relief to
the weary traveller.
Exits: East South West.

* C HP:Awful Mana:Cold Move:Exhausted>w
You are too exhausted.

* C HP:Awful Mana:Cold Move:Exhausted>rest
You sit down and rest your tired bones.

* C HP:Awful Mana:Cold Move:Fainting>sc
20/397 hit, 8/44 mana, and 1/144 moves.

* C HP:Awful Mana:Cold Move:Fainting>sc
20/397 hit, 8/44 mana, and 1/144 moves.

* C HP:Awful Mana:Cold Move:Fainting>sc
21/397 hit, 8/44 mana, and 1/144 moves.

* C HP:Awful Mana:Cold Move:Fainting>sc
21/397 hit, 8/44 mana, and 1/144 moves.

* C HP:Awful Mana:Cold Move:Fainting>where
Players in your zone
--------------------
Ciryo                - The Three-fools' Stone
Kazan                - Southern End of the Weather Hills

* C HP:Awful Mana:Cold Move:Fainting>sco
21/397 hit, 9/44 mana, and 2/144 moves.

* C HP:Awful Mana:Cold Move:Fainting>sco
sco
22/397 hit, 9/44 mana, and 3/144 moves.

* C HP:Awful Mana:Cold Move:Fainting>22/397 hit, 9/44 mana, and 3/144 moves.

* C HP:Awful Mana:Cold Move:Fainting>ex
East  - 
You can't distinguish a lot of details.
South - 
You can't distinguish a lot of details.
West  - 
You can't distinguish a lot of details.

* C HP:Awful Mana:Cold Move:Weak>tell Ciryo all n all w sorta
Ok.

* C HP:Awful Mana:Cold Move:Weak>sco
25/397 hit, 10/44 mana, and 8/144 moves.

* C HP:Awful Mana:Cold Move:Weak>sco
25/397 hit, 10/44 mana, and 8/144 moves.

* C HP:Awful Mana:Cold Move:Weak>sco
25/397 hit, 10/44 mana, and 8/144 moves.

* C HP:Awful Mana:Cold Move:Weak>sta
You stop resting, and stand up.

* C HP:Awful Mana:Warm Move:Weak>sco
26/397 hit, 11/44 mana, and 9/144 moves.

* C HP:Awful Mana:Warm Move:Weak>w
The Trail to Weathertop
This is a narrow path which hugs the contour of the final hill of the chain of
hills which are the Emyn Sûl. The trail winds its way into the hills west from
here, but cunningly it is disguised and also obscures any travellers. However
on the further part of the trail south, climbers are not so fortunate. As the
trail ascends the north-west slope of Weathertop, anyone becomes quite
conspicuous, visible for miles around.
The elongated shape of a stoat can be seen darting across the terrain.
Exits: East South West.

* C HP:Awful Mana:Warm Move:Weak>w
Hidden Trail
This is the southern end of the Weather Hills, where the wavy ridge of many 
miles falls away before the mighty rise of Weathertop. Though this trail often
reaches many hundreds of feet above the surrounding flat land, it also dives
down into lower passes which break the length of the ridge of hills. Though the
trail is cunningly disguised for most parts, the fortifications which it once
supplied are still evident to the keen observer from afar. While broken and
overgrown, ancient stoneworks remain part of the landscape.
Exits: East South West.

* C HP:Awful Mana:Warm Move:Weak>w
w
Hidden Trail
The trail passes over the plain here, its travellers hidden from prying eyes
by lines of moss-covered stones on either side of it. Peering between the 
stones, the traveller can see small hills to the west and south and a larger
hill to the northeast. The greatest hill of them all, Weathertop, rises high
above you close to the southeast.
Exits: North East South West.

* C HP:Awful Mana:Warm Move:Weak>The Broken Hills
You are standing on the thin grass that covers some small hills. From the
tops of the hills you can see far about you. To the north the land flattens 
into a grassland, and beyond that lie the dark eaves of a forest. To the 
northeast a range of impressive hills march into the distance. But the most
impressive hill of all, thousand-foot Weathertop, rises to the east. The
small hills themselves continue south.
Exits: North East South West.

w
* C HP:Awful Mana:Warm Move:Weak>The Broken Hills
You are standing among some small hills. They are covered with thin grass;
bushes grow in the ravines among them. From the tops of the hills, you can
see that the land flattens into a plain to the north, and beyond it and 
beyond the small hills to your east a much more impressive line of hills
dominates the horizon.
Exits: North East South West.

* C HP:Awful Mana:Warm Move:Fainting>w
The Broken Hills
You are standing on some small hills. 
You can see that they must have been once
very impressive; they seem to have been partly destroyed. But, you can still
walk easily on them.
Exits: North East West.

* C HP:Awful Mana:Warm Move:Fainting>w
The Broken Hills
You are standing on some small hills. 
You can see that they must have been once
very impressive; they seem to have been partly destroyed. But, you can still
walk easily on them.
A large eagle soars above you.
Exits: North East.

* C HP:Awful Mana:Warm Move:Fainting>w
Alas, you cannot go that way...

* C HP:Awful Mana:Warm Move:Fainting>n
Barren Plains
You are near the eastern edge of a vast, desolate plain.  The short grass
could cover nothing larger than a bug.  
You see a thick wood northeast of
you.  Further off, a line of great hills looms in a great arc from the north
to the flat head of Weathertop in the southeast.
Exits: North East South West.
You begin to see some clouds.

* C HP:Awful Mana:Warm Move:Exhausted>w
You are too exhausted.

* C HP:Awful Mana:Warm Move:Fainting>rest
You sit down and rest your tired bones.

* C HP:Awful Mana:Warm Move:Fainting>sc
28/397 hit, 12/44 mana, and 1/144 moves.

* C HP:Awful Mana:Warm Move:Fainting>where
Players in your zone
--------------------
Kazan                - Barren Plains

* C HP:Awful Mana:Warm Move:Fainting>sc
29/397 hit, 12/44 mana, and 3/144 moves.

* C HP:Awful Mana:Warm Move:Fainting>sc
sc
29/397 hit, 12/44 mana, and 3/144 moves.

* C HP:Awful Mana:Warm Move:Fainting>29/397 hit, 12/44 mana, and 3/144 moves.

* C HP:Awful Mana:Warm Move:Fainting>sta
You stop resting, and stand up.

* C HP:Awful Mana:Warm Move:Fainting>cl
/cast 'cure light'
You muster all of your concentration...

-rest
\|/-Your scratches and bruises disappear.

* C HP:Bad Mana:Icy Move:Weak>
You sit down and rest your tired bones.

* C HP:Bad Mana:Icy Move:Weak>sco
42/397 hit, 2/44 mana, and 5/144 moves.

* C HP:Bad Mana:Icy Move:Weak>where
Players in your zone
--------------------
Kazan                - Barren Plains

* C HP:Bad Mana:Icy Move:Weak>sco
42/397 hit, 2/44 mana, and 6/144 moves.

* C HP:Bad Mana:Icy Move:Weak>
Saving Kazan.

* C HP:Bad Mana:Icy Move:Weak>sco
43/397 hit, 2/44 mana, and 6/144 moves.

* C HP:Bad Mana:Icy Move:Weak>where
Players in your zone
--------------------
Kazan                - Barren Plains

* C HP:Bad Mana:Icy Move:Weak>sco
43/397 hit, 2/44 mana, and 7/144 moves.

* C HP:Bad Mana:Icy Move:Weak>sco
44/397 hit, 2/44 mana, and 8/144 moves.

* C HP:Bad Mana:Icy Move:Weak>sco
44/397 hit, 2/44 mana, and 8/144 moves.

* C HP:Bad Mana:Icy Move:Weak>
*a dreadful Orc* has arrived from the south.

* C HP:Bad Mana:Icy Move:Weak>sta
w
You stop resting, and stand up.

* C HP:Bad Mana:Icy Move:Weak>Barren Plains
You are in a vast, desolate plain.  The short grass and small stones could
cover nothing larger than a bug.  In the northeast there is a dark line of
trees.  A line of great hills looms in the distance in a great arc from the
north to the southeast.  To south and west there are only the plains.
A bear is here, covered with coarse black fur.
Exits: North East West.

* C HP:Bad Mana:Icy Move:Weak>w
Barren Plains
You are in a vast, desolate plain.  The short grass and small stones could
cover nothing larger than a bug.  Far off to the northeast there is a dark
line of trees.  A line of great hills looms in the distance in a great arc
from the north to the southeast.  To the south and west there are only the
plains.
Exits: North East South West.

* C HP:Bad Mana:Icy Move:Weak>w
Barren Plains
You are on a vast, deserted plain.  Small stones stick out among the thin
grass.  Perhaps a league to the northwest stands a walled town, but no smoke
rises from it to tell of hearthfires, nor are there any signs of people or
cultivation on the plain near it.  The only other feature to break the flat
plains is a line of great hills looming on the horizon.  They form a great
arc from the north to the southeast.
Exits: North East South West.

* C HP:Bad Mana:Icy Move:Weak>s
A Tiny Trail
The trail continues, hard to distinguish among the grasses and small bushes
that grow here. The land is flat here. Only the hills in the northern and
eastern distances break the flat lands stand out from the plain.
Exits: North East West.
The clouds begin to disappear.

* C HP:Bad Mana:Icy Move:Fainting>w
A Tiny Trail
You find burrs sticking to you as you follow the trail through the grasses. 
You hear the sounds of insects and birds about you, but there is no sign of 
other people... even the trail might have been made by animals. Far off in
the east, the rounded green shapes of the Weather Hills are the only sign
that this plain has an end.
Exits: North East.

* C HP:Bad Mana:Icy Move:Fainting>w
Alas, you cannot go that way...

* C HP:Bad Mana:Icy Move:Fainting>n
A Tiny Trail
Someone has made a trail here among the barren plains.  It is hard to pick
out among the rocks and the short grass, but it leads to the west and to the
south, bypassing a small, apparantly deserted village to the north.  From the 
north to the southeast a line of mighty hills dominates the horizon.
Exits: North East South West.
You begin to see some clouds.

* C HP:Bad Mana:Icy Move:Fainting>w
A Tiny Trail
Someone has made a trail here among the treeless plains.  It is hard to pick
out among the short grass and the wildflowers, but it leads to the north and
to the east, avoiding the walled town northeast of you.  From the north to
the southeast a line of hills dominates the horizon.
Exits: North East.

* C HP:Bad Mana:Icy Move:Fainting>w
Alas, you cannot go that way...

* C HP:Bad Mana:Icy Move:Fainting>n
A Tiny Trail
Someone has made a trail here among the barren plains.  It is hard to pick
out among the rocks and the short grass, but it leads to the west and to the
south, purposely avoiding the walled town to your east.  No smoke comes from
that town, nor are the plains about it cultivated.  From the north to the
southeast a line of mighty hills dominates the horizon.
A large rabbit looks peacefully at you, ready to dart away.
Exits: North East South West.

* C HP:Bad Mana:Icy Move:Fainting>w
Trail Through the Plains
Grass grows on the trail, making it hard to distinguish from the grasslands 
all about. There are almost no trees here, and if people once grew crops or 
herded cattle on the plains, there are no longer any signs of it. Birds, 
beasts, and bugs are the only dwellers here.
Exits: North East.
You see some fog coming from the west.

* C HP:Bad Mana:Icy Move:Fainting>w
Alas, you cannot go that way...

* C HP:Bad Mana:Icy Move:Fainting>n
A Trail in the Woods
Hiking along this trail is quite quaint and lovely, there are few stubs of
tree roots that make this path a little bumpy but not at all harsh. Parts of
the trail look forgotten and deserted, while others look well kept. Most
likely this is just from the natural abandonment of the area and not because
of anything else. The lands around the trail seems to change quite often and
there looks to be no real cabins around here, a few dead trails suggest that
maybe there once were people living around here, but they are all gone now.
Exits: South West.

* C HP:Bad Mana:Icy Move:Fainting>w
An Old Trail
This part of the trail is one of those parts that shows its little use. Grass
grows along the trail and aside from the obvious cleared trail, if you were to
just look to the sides you would swear to be in outlands, far from any people
maybe though, this is best. Those lone travellers that seek isolation would be
enchanted by this land. Walking here with the little animals of the land
making their noises is so calm and peaceful that you could get used to it.
Exits: North East.

* C HP:Bad Mana:Icy Move:Fainting>n
A Small Trail
There are few trees spread vast along this part of the trail. The grass looks
to be new. Only small creatures seem to be living in this area. This part of
the path seems to be slowly regrowing itself. It is like there once was a
battle here. The trail goes onward and is fairly easy to travel along.
Exits: North South.

* C HP:Bad Mana:Icy Move:Exhausted>n
The Forgotten Trail
This trail is all but forgotten. The trees around here look to be dying. The
grass is brown, a few weeds survive. Dead animals lay along the trail. This
looks to be where a battle once had been fought. It is hard to tell just how
long ago it might have been, but judging from the corpses a couple years.
This is not a place to put up camp. The ground is scorched and hard.
Exits: South West.

* C HP:Bad Mana:Icy Move:Exhausted>w
You are too exhausted.

* C HP:Bad Mana:Icy Move:Exhausted>tell Ciryo just loc port?
Ok.

* C HP:Bad Mana:Cold Move:Fainting>sc
w
49/397 hit, 5/44 mana, and 3/144 moves.

* C HP:Bad Mana:Cold Move:Fainting>An Overgrown Trail
The flowers along here are more like weeds. They have very little beauty in
them. The trail is overgrown with grass and in some areas mushrooms. This
part of the trail does not seem as well kept. Animals though can still be
heard making there way through the land. A flock of birds can be seen flying
overhead.
Exits: East West.

* C HP:Bad Mana:Cold Move:Fainting>w
A Small Trail
This trail at times seem well kept, at others seems abandoned
without any reason. Giving you a strange feeling. The flowers along the
trail here are beautiful and seem to have been taken good care of. In
other areas this does not seem to be the case. What reason for this though
you do not know.
Exits: North East South.

* C HP:Bad Mana:Cold Move:Fainting>s
A Field Near a Trail
Here is a little patch of land near a trail. The ground here is covered with
weeds and it feels like some of them maybe making you to itch. This is not
a pleasant place to spend any time. The trail looks more well tended and that
would be a better place to spend your travels.
Exits: North South West.

* C HP:Bad Mana:Cold Move:Fainting>w
A Small Pond
This is a small pond where whoever tends these fields most likely gets his 
water from. It looks quite safe to drink and from what you have seen of the 
farmer's work that is probably true.
A placid pond is here, inviting you to take a refreshing drink.
Exits: East West.

* C HP:Bad Mana:Cold Move:Fainting>w
Wet Plains Near a River
Insects buzz around your head as you slosh your way through the thick mud.
The putrid smell of decomposition assaults your nostrils as you make your way
around. Swatting the annoying insects away from your eyes, you cannot see much
of anything else living here. Only a few dead trees break the monotony of the
brown slush beneath your feet.
A sturdy trained horse is standing here.
A sturdy trained horse is standing here.
Exits: East [South] West.

* C HP:Bad Mana:Cold Move:Exhausted>rid horse
You pick up a trained horse's reins, and start riding him.

* R C HP:Bad Mana:Cold Move:Fainting>w
A Small Flower Patch
The flowers in this patch are all multicolored and smell a wonderful variety
of smells. The patch is natural but has a well kept look to it. Running
through here and just frolicking in the flowers sounds actually like a nice
vacation from your long adventure.
A detached red rose is lying here.
A detached white rose is lying here.
A trained horse is standing here, ridden by you.
Exits: East South West.

* R C HP:Bad Mana:Cold Move:Fainting>w
You are too exhausted to ride.

* R C HP:Bad Mana:Cold Move:Fainting>rest
You sit down and rest your tired bones.

* R C HP:Bad Mana:Cold Move:Fainting>sc
53/397 hit, 6/44 mana, and 2/144 moves.

* R C HP:Bad Mana:Cold Move:Fainting>sc
53/397 hit, 6/44 mana, and 2/144 moves.

* R C HP:Bad Mana:Cold Move:Fainting>sta
w
You stop resting, and stand up.

* R C HP:Bad Mana:Cold Move:Fainting>A Lost Plain
The plains around here seem to go on for ever and you could easily get lost in
them. All the land you seem able to see is that of tall grass. The few trees
in this area all look alike. A feeling of boredom strikes you as you look out
over this plain looking landscape.
A lone hawk soars high above you.
A trained horse is standing here, ridden by you.
Exits: East South West.

* R C HP:Bad Mana:Cold Move:Fainting>w
An Oak Tree
A large Oak tree is here old and looking almost dead. It looks to be a fort
for some children but they aren't around right now. The tree is large and
black and roots are sticking out of the ground every where. Some flowers grow
by the bottom of the tree and little grass near it as well. Very few animals
seem to be moving around here.
A trained horse is standing here, ridden by you.
Exits: East South West.

* R C HP:Bad Mana:Cold Move:Fainting>w
Quiet Plains
There is nothing but tall grass as far as you can see, clouds make shadows
along the ground as they are whisked around by the wind. There are rabbits
moving around here gnawing on the grass as you walk by. This is a very calm
peaceful place. The rustling of the grass along with the blue sky makes it
a place that you would want to make a home around here.
A small grasshopper clings to a blade of grass, ready to spring.
A trained horse is standing here, ridden by you.
Exits: [North] East South.

* R C HP:Bad Mana:Cold Move:Exhausted>
A grasshopper leaves south.

* R C HP:Bad Mana:Cold Move:Exhausted>s
You are too exhausted to ride.

* R C HP:Bad Mana:Cold Move:Fainting>w
Alas, you cannot go that way...

* R C HP:Bad Mana:Cold Move:Fainting>dism
sc
You stop riding a trained horse.

* C HP:Bad Mana:Cold Move:Fainting>55/397 hit, 7/44 mana, and 2/144 moves.

* C HP:Bad Mana:Cold Move:Fainting>s
Grassy Plains
The grass here is tall, it waves along with the wind and makes some whistling
noises. The sky is cloudy and it looks like it could possibly break out into
rain. Though there are patches of blue up there. A few animals can be heard
moving along in the grass. Most likely just some rabbits nothing that would
pose a threat for anyone.  However you never know with such tall grass.
A small grasshopper clings to a blade of grass, ready to spring.
Exits: North East South.

* C HP:Bad Mana:Cold Move:Fainting>w
Alas, you cannot go that way...

* C HP:Bad Mana:Cold Move:Fainting>s
Quiet Plains
There is nothing but tall grass as far as you can see, clouds make shadows
along the ground as they are whisked around by the wind. There are rabbits
moving around here gnawing on the grass as you walk by. This is a very calm
peaceful place. The rustling of the grass along with the blue sky makes it
a place that you would want to make a home around here.
Exits: North East.

* C HP:Bad Mana:Cold Move:Exhausted>e
You are too exhausted.

* C HP:Bad Mana:Cold Move:Fainting>rest
You sit down and rest your tired bones.

* C HP:Bad Mana:Cold Move:Fainting>sco
56/397 hit, 7/44 mana, and 2/144 moves.

* C HP:Bad Mana:Cold Move:Fainting>sco
56/397 hit, 8/44 mana, and 2/144 moves.

* C HP:Bad Mana:Cold Move:Fainting>where
Players in your zone
--------------------
Kazan                - Quiet Plains

* C HP:Bad Mana:Cold Move:Fainting>sco
57/397 hit, 8/44 mana, and 3/144 moves.

* C HP:Bad Mana:Cold Move:Fainting>sco
57/397 hit, 8/44 mana, and 3/144 moves.

* C HP:Bad Mana:Cold Move:Fainting>sco
57/397 hit, 8/44 mana, and 3/144 moves.

* C HP:Bad Mana:Cold Move:Fainting>sco
57/397 hit, 8/44 mana, and 3/144 moves.

* C HP:Bad Mana:Cold Move:Fainting>where
Players in your zone
--------------------
Ciryo                - Trail Through the Plains
Kazan                - Quiet Plains

* C HP:Bad Mana:Cold Move:Fainting>sco
58/397 hit, 8/44 mana, and 4/144 moves.

* C HP:Bad Mana:Cold Move:Fainting>sco
58/397 hit, 8/44 mana, and 4/144 moves.

* C HP:Bad Mana:Cold Move:Weak>tell Ciryo all w all s
Ok.

* C HP:Bad Mana:Cold Move:Weak>sco
sco
59/397 hit, 9/44 mana, and 6/144 moves.

* C HP:Bad Mana:Cold Move:Weak>59/397 hit, 9/44 mana, and 6/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sco

The day has begun.

* C HP:Bad Mana:Cold Move:Weak>59/397 hit, 9/44 mana, and 7/144 moves.

* C HP:Bad Mana:Cold Move:Weak>stat
OB: 93%, DB: -38%, PB: 88%, Armour: 83%. Wimpy: 0. Mood: wimpy.
Needed: 252,133 xp, 0 tp. Gold: 27. Alert: normal.
Affected by:
- a light wound at the left arm.
- a light wound at the right hand.
- a light wound at the body.
- a light wound at the left foot.
- novoid

* C HP:Bad Mana:Cold Move:Weak>sco
59/397 hit, 9/44 mana, and 8/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sta
You stop resting, and stand up.

* C HP:Bad Mana:Cold Move:Weak>sco
59/397 hit, 9/44 mana, and 8/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sco
60/397 hit, 9/44 mana, and 9/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sco
60/397 hit, 9/44 mana, and 9/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sco
60/397 hit, 9/44 mana, and 9/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sco
60/397 hit, 9/44 mana, and 9/144 moves.

* C HP:Bad Mana:Cold Move:Weak>where
Players in your zone
--------------------
Ciryo                - Wet Plains Near a River
Kazan                - Quiet Plains

* C HP:Bad Mana:Cold Move:Weak>sco
61/397 hit, 9/44 mana, and 10/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sco
61/397 hit, 10/44 mana, and 11/144 moves.

* C HP:Bad Mana:Cold Move:Weak>where
Players in your zone
--------------------
Ciryo                - Wet Plains Near a River
Kazan                - Quiet Plains

* C HP:Bad Mana:Cold Move:Weak>sco
62/397 hit, 10/44 mana, and 11/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sco
62/397 hit, 10/44 mana, and 12/144 moves.

* C HP:Bad Mana:Cold Move:Weak>cl
\cast 'cure light'
You muster all of your concentration...

|/-\|You have a sudden lapse of memory... 
Your spell backfired! 
You feel drained.

* C HP:Bad Mana:Cold Move:Weak>sco
62/397 hit, 6/44 mana, and 13/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sco
62/397 hit, 6/44 mana, and 13/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sco
62/397 hit, 6/44 mana, and 14/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sco
63/397 hit, 6/44 mana, and 14/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sco
63/397 hit, 6/44 mana, and 15/144 moves.

* C HP:Bad Mana:Cold Move:Slow>rest
You sit down and rest your tired bones.

* C HP:Bad Mana:Cold Move:Slow>sco
63/397 hit, 6/44 mana, and 15/144 moves.

* C HP:Bad Mana:Cold Move:Slow>sta
You stop resting, and stand up.

* C HP:Bad Mana:Cold Move:Slow>e
A Quiet Prairie
There is nothing but tall grass as far as you can see; clouds make shadows
along the ground as they are whisked around by the wind. There are rabbits
moving around here nibbling on the grass as you walk by. This is a very calm
and peaceful place.
Exits: North East West.

* C HP:Bad Mana:Cold Move:Slow>s
Alas, you cannot go that way...

* C HP:Bad Mana:Cold Move:Slow>where
Players in your zone
--------------------
Ciryo                - Wet Plains Near a River
Kazan                - A Quiet Prairie

* C HP:Bad Mana:Cold Move:Slow>e
A Resting Place
You lie on a small hill, the grass is nice and green to the touch. The wind
blows through the nearby trees. A squirrel moves close to you as you have
invaded it's tree. The branches of the tree make creaking noises as the wind
moves through them. The grass looks like an ocean with each wave another
breath of the wind. The sun is setting over the hill casting red and orange
rays dancing into the sky.
Exits: North East West.

* C HP:Bad Mana:Cold Move:Slow>e
A Grassy Notch
Here is just a little grassy hideaway, a little pond is down in the center.
The sun reflects off the water. Animals can be heard relaxing in this nice
cool spot. The flowers around here are blooming and beautiful. The land is
covered in lush green grass. This is one spot that you could just relax and
sleep in forever.
A small harmless centipede is here.
A small harmless centipede is here.
A black and white cat is playing in the grass.
A small grasshopper clings to a blade of grass, ready to spring.
Exits: North East South West.

* C HP:Bad Mana:Cold Move:Weak>s
A Patch of Shrubs
You have entered a rather harsh patch of shrubs, the shrubs are really
beginning to tear at your clothes. This is a rather difficult area to move
through. However it doesn't seem to last very long and nice land is in sight
not far away.
A lone hawk soars high above you.
Exits: North East.

* C HP:Bad Mana:Cold Move:Weak>sco
66/397 hit, 7/44 mana, and 14/144 moves.

* C HP:Bad Mana:Cold Move:Weak>rest
You sit down and rest your tired bones.

* C HP:Bad Mana:Cold Move:Slow>where
Players in your zone
--------------------
Ciryo                - Quiet Plains
Kazan                - A Patch of Shrubs

* C HP:Bad Mana:Cold Move:Slow>stat
OB: 93%, DB: -38%, PB: 88%, Armour: 83%. Wimpy: 0. Mood: wimpy.
Needed: 252,133 xp, 0 tp. Gold: 27. Alert: normal.
Affected by:
- a light wound at the left arm.
- a light wound at the right hand.
- a light wound at the body.
- a light wound at the left foot.
- novoid

* C HP:Bad Mana:Cold Move:Slow>sco
67/397 hit, 8/44 mana, and 16/144 moves.

* C HP:Bad Mana:Cold Move:Slow>sco
67/397 hit, 8/44 mana, and 17/144 moves.

* C HP:Bad Mana:Cold Move:Slow>sco
67/397 hit, 8/44 mana, and 17/144 moves.

* C HP:Bad Mana:Cold Move:Slow>sco
68/397 hit, 8/44 mana, and 17/144 moves.

* C HP:Bad Mana:Cold Move:Slow>
Saving Kazan.

* C HP:Bad Mana:Cold Move:Slow>sco
68/397 hit, 8/44 mana, and 18/144 moves.

* C HP:Bad Mana:Cold Move:Slow>sco
68/397 hit, 8/44 mana, and 18/144 moves.

* C HP:Bad Mana:Cold Move:Slow>sco
68/397 hit, 8/44 mana, and 18/144 moves.

* C HP:Bad Mana:Cold Move:Slow>sco
68/397 hit, 8/44 mana, and 19/144 moves.

* C HP:Bad Mana:Cold Move:Slow>stat
OB: 93%, DB: -38%, PB: 88%, Armour: 83%. Wimpy: 0. Mood: wimpy.
Needed: 252,133 xp, 0 tp. Gold: 27. Alert: normal.
Affected by:
- a light wound at the left arm.
- a light wound at the right hand.
- a light wound at the body.
- a light wound at the left foot.
- novoid

* C HP:Bad Mana:Cold Move:Slow>sco
69/397 hit, 9/44 mana, and 19/144 moves.

* C HP:Bad Mana:Cold Move:Slow>sco
69/397 hit, 9/44 mana, and 20/144 moves.

* C HP:Bad Mana:Cold Move:Slow>sco
69/397 hit, 9/44 mana, and 20/144 moves.

* C HP:Bad Mana:Cold Move:Slow>sco
70/397 hit, 9/44 mana, and 20/144 moves.

* C HP:Bad Mana:Cold Move:Slow>sco

*a dreadful Orc* has arrived from the north.

* C HP:Bad Mana:Cold Move:Slow>70/397 hit, 9/44 mana, and 21/144 moves.

* C HP:Bad Mana:Cold Move:Slow>
*a dreadful Orc* smites your left leg extremely hard and shatters it.
You wish that your wounds would stop BLEEDING so much!
Ciryo has arrived from the north riding a pack horse.
You pound *a dreadful Orc*'s body hard and tickle it.

* C HP:Awful Mana:Cold Move:Slow *a dreadful Orc*:Hurt>ta
f
t alweon
Who do you wish to tell what?

* C HP:Awful Mana:Cold Move:Slow *a dreadful Orc*:Hurt>
You flee head over heels.
A Black Berry Patch
There are some wild blackberries growing around here. The shrubs are wooded
and covered in small pricklers that make picking their fruit hard to do. However
there look to be some really ripe blue and black berries here along with a few
other type of berries.
A large thorny branched shrub is growing here.
Exits: North East South West.

* C HP:Awful Mana:Cold Move:Slow>e
A Long, Grassy Patch
The grass here is long and tall. Little trees dot the area forming a kind of
a path. Underneath the trees, small plants, perhaps ferns, grow, forming a
sort of hedge. The trees are small and just provide enough presence to unnerve
you. The animals around here are small and they tend to stay hidden from you.
Exits: North East South West.

* C HP:Awful Mana:Cold Move:Slow>s
Ancient Battlefields
On these plains, where once fierce battle stood between Arthedain forces and
the hordes of the witchking, only small, barely visible mounds recognizable as
graves witness of the bloodshed. The air seems thick and hard to breath however
hard the wind blows. The spirits of the deceased perhaps feel disturbed by your
presence.
Exits: North East South West.
The fog disappears.
The clouds begin to disappear.

* C HP:Awful Mana:Cold Move:Slow>s
Ancient Battlefields
Grey-green grass covers these ancient battlegrounds. Some old stones mark the
corners of an old house that once must have stood here. Living must have been
poor, as armies probably ransacked this homestead on every passing by. Some
clover still grows in the old fields where cattle once were kept. The only sign
of a well is the ring of stones a few yards south of the building.
Exits: North East South West.

* C HP:Awful Mana:Cold Move:Slow>s
Ancient Battlefields
These are the outskirts of the old battlefields. Thick, coarse grey-green grass
cover the ground, and you trample in a hidden mound full of rusted metalpieces.
The plain continues in all directions, with not much moving upon it.
A swarm of mosquitoes is here, humming around you.
Exits: North East South West.

* C HP:Awful Mana:Cold Move:Weak>
A mosquito swarm leaves north.

* C HP:Awful Mana:Cold Move:Weak>s
Plains
The grass is fairly heavy to walk in, as it is about two feet tall around here.
The land is flat in all directions, and you notice very little around here that
moves across the land, except for a few rabbit ears sticking up in the grass
now and then.
A brown fox is here, looking for some rabbits to chew up.
Exits: North East South West.

* C HP:Awful Mana:Cold Move:Weak>w
Plains
Grey and featureless plains seem to roll on forever here. No signs of water can
be seen, and the air trembles from heat on hot days. In wintertime these plains
are just as ruthless, with nowhere to hide from the biting frosty winds.
A fat rabbit sits here, chewing on some grass.
Exits: North East South West.

* C HP:Awful Mana:Cold Move:Weak>s
Plains
South of here the road goes in east- and westwardly directions. West is a bushy
area with many small depressions, while the endless plains you are on continue
to the north and east. The only thing that really stands out around here are a
few higher bushsprouts, boldly declaring their right to live here in the thick
grass.
A fat rabbit sits here, chewing on some grass.
The wild ox seems ready to charge you.
Exits: North East South West.

* C HP:Awful Mana:Cold Move:Weak>w
Plains
You are among the small dips north of the old east road. Bushes with brittle
grey leaves grow in plentitude here. Tiny red and yellow flowers compete with
the grass and the bushes about shadow in the deeper parts of the depressions.
Although this is one of the lower parts of the plains you can find no water
here except after a rain, when the ground becomes soggy.
A nightingale is here, chirping a sweet melody.
Exits: North East South West.

* C HP:Awful Mana:Cold Move:Weak>w
Plains
Tall, rich grass grows upon this soft ground. Walking is strenuous while at
foot. Many bushes grow near the road south of here, with thick, moist leaves
that will glisten on sunny days.
Exits: North East South West.

* C HP:Awful Mana:Cold Move:Weak>w
Plains
A few small groves grow far apart here on the plains, mainly birch and alder
trees.You have found one with a pool. Ten feet down it lies, with few fatbladed
flowers floating on the surface. As the banks leading down to the pond are very
slippery, you have to approach it with care so you do not fall into the water.
A black pond of water is here.
Exits: North East South West.

* C HP:Awful Mana:Cold Move:Weak>s
Old East Road
The hedge grows fairly low here on the south side of the road, about twelve
feet high only. Mounted people and trolls might attempt to peek over the edge
and try to see what is on the other side. Large footprints indicate that this
has been tried. The road is fairly bad shape, with ruts so deep as to make
stones come forth, causing wagons and cart to jolt.
Exits: North =East= =West=.
You suddenly notice a mean brigand.

* C HP:Awful Mana:Cold Move:Weak>w
Bend by the Marshes
This part of the road is in a bad shape. Muddy and deeply rutted it really
could use some attention. A faint effort to dig a ditch towards the marshes
west of here has proven a failure, and the ditch is full of black and still
water. As the road turns south it enters a thin stretch of land that lies
between the waters and the hedge. It continues in a fairly straight line east,
eventually disappearing below Weathertop on the south side. North of here lies
some bushy wetland, but beyond this the ground gets higher.
Exits: North =East= =South= West.

* C HP:Awful Mana:Cold Move:Weak>w
Marshy Ground
Each footstep is greeted by a soft squishing noise as the ground seems to
be saturated, even though there is very little standing water.  The grasses
of the South Downs, which lie south beyond the Great Hedge, have here found
a foothold and flourished on the wet plain.  Directly to the south, the
Old East Road runs along the north side of the Great Hedge.
Exits: North East South West.
You see some fog coming from the west.
The water is frozen solid.

* C HP:Awful Mana:Cold Move:Weak>w
Marshy Ground
Bounded on the east by marshy grasslands and on the west by an ominous
looking black pond, this strip of land is the transition from the plains 
that lie to the east, and the marshes that lie to the north and west.  To
the south, the Old East Road is tucked along the northern side of the Great
Hedge as it skirts the southern end of the marshes on its journey between
Bree and Rivendell.
Exits: North East South West.

* C HP:Awful Mana:Cold Move:Fainting>w
You carefully try to walk on the frozen water.
Black Pond
This pond of foul black water is bordered by thick growths of reeds and
cattails. When the bottom can be felt, it seems to be thick mud covered
with layers of rotting plant debris.  Just to the south, the Old East Road
passes, and the water of this pond literally laps on the northern edge of
the road.
A black catfish is here, lurking in the mud.
A black catfish is here, lurking in the mud.
A big hummerhorn is here, flying around you.
Exits: North East South West.

* C HP:Awful Mana:Cold Move:Fainting>n

A hummerhorn tries to hit you, but your parry is successful.
You wish that your wounds would stop BLEEDING so much!
A hummerhorn swiftly dodges your attempt to pound it.

* C HP:Awful Mana:Cold Move:Fainting a hummerhorn:Healthy>No way! 
You are fighting for your life!

* C HP:Awful Mana:Cold Move:Fainting a hummerhorn:Healthy>f
You flee head over heels.
You carefully try to walk on the frozen water.
Midgewater Marshes
The maze of mud and vegetation of the heart of the marshes lies to the
northwest. Here it is still possible to move fairly easily, as the sedges
and reeds are not that dense.  To the south, a pond of black water is
nestled among the reeds, while to the east the ground becomes drier as the
edge of the marsh nears.
A buzzing dumbledor is here, flying around you in close circles.
A frog is standing here.
A swarm of mosquitoes is here, humming around you.
Exits: North East South West.

* C HP:Awful Mana:Cold Move:Exhausted>w
You are too exhausted.

* C HP:Awful Mana:Cold Move:Exhausted>rset
Arglebargle, glop-glyf!?!

* C HP:Awful Mana:Cold Move:Exhausted>
A frog leaves north.

* C HP:Awful Mana:Cold Move:Fainting>rest
You sit down and rest your tired bones.

* C HP:Awful Mana:Cold Move:Fainting>sc
38/397 hit, 10/44 mana, and 1/144 moves.
A buzzing dumbledor fails to hit you.
You wish that your wounds would stop BLEEDING so much!
You pound a buzzing dumbledor's leg extremely hard and shatter it.
A buzzing dumbledor is incapacitated and will slowly die, if not aided.

* C HP:Awful Mana:Cold Move:Fainting a buzzing dumbledor:Dying>stat
OB: 92%, DB: 12%, PB: 87%, Armour: 83%. Wimpy: 0. Mood: wimpy.
Needed: 252,092 xp, 0 tp. Gold: 27. Alert: normal.
Affected by:
- panic
- noquit
- a light wound at the left arm.
- a light wound at the right hand.
- a light wound at the body.
- a light wound at the left foot.
- novoid

* C HP:Awful Mana:Cold Move:Fainting a buzzing dumbledor:Dying>
You pound a buzzing dumbledor's leg extremely hard and shatter it.
Your victim is shocked by your hit!
You receive your share of experience.
It begins to be automatic...
Your blood freezes as you hear a buzzing dumbledor's death cry.
A buzzing dumbledor is dead! R.I.P.

* C HP:Awful Mana:Cold Move:Fainting>rest
You sit down and rest your tired bones.

* C HP:Awful Mana:Cold Move:Fainting>sc
39/397 hit, 10/44 mana, and 3/144 moves.

* C HP:Awful Mana:Cold Move:Fainting>sc
39/397 hit, 11/44 mana, and 3/144 moves.

* C HP:Awful Mana:Warm Move:Fainting>sc
39/397 hit, 11/44 mana, and 3/144 moves.

* C HP:Awful Mana:Warm Move:Fainting>stat
OB: 92%, DB: -38%, PB: 87%, Armour: 83%. Wimpy: 0. Mood: wimpy.
Needed: 251,923 xp, 0 tp. Gold: 27. Alert: normal.
Affected by:
- panic
- noquit
- a light wound at the left arm.
- a light wound at the right hand.
- a light wound at the body.
- a light wound at the left foot.
- novoid

* C HP:Awful Mana:Warm Move:Fainting>sta
cl
You stop resting, and stand up.

* C HP:Bad Mana:Warm Move:Fainting>/cast 'cure light'
You muster all of your concentration...

-\|/-Your scratches and bruises disappear.

* C HP:Bad Mana:Frozen Move:Weak>
A frog has arrived from the north.

* C HP:Bad Mana:Frozen Move:Weak>tell Ciryo in marshers weak bad
rest
sco
Ok.

* C HP:Bad Mana:Frozen Move:Weak>
You sit down and rest your tired bones.

* C HP:Bad Mana:Frozen Move:Weak>45/397 hit, 0/44 mana, and 6/144 moves.

* C HP:Bad Mana:Frozen Move:Weak>sco
45/397 hit, 0/44 mana, and 6/144 moves.

* C HP:Bad Mana:Frozen Move:Weak>where
Players in your zone
--------------------
Kazan                - Midgewater Marshes

* C HP:Bad Mana:Frozen Move:Weak>sco
46/397 hit, 0/44 mana, and 7/144 moves.

* C HP:Bad Mana:Frozen Move:Weak>sco

A mosquito swarm has arrived from the west.

* C HP:Bad Mana:Frozen Move:Weak>46/397 hit, 0/44 mana, and 8/144 moves.

* C HP:Bad Mana:Frozen Move:Weak>sco
46/397 hit, 0/44 mana, and 8/144 moves.

* C HP:Bad Mana:Frozen Move:Weak>sta

Gilthanis narrates 'oh, sry'

* C HP:Bad Mana:Frozen Move:Weak>w
You stop resting, and stand up.

* C HP:Bad Mana:Frozen Move:Weak>Midgewater Marshes
The air is filled with insects that bite, sting, and generally do their best
to annoy.  Each step farther into the marsh brings a chorus of sound from
loud insects hidden among the vegetation.  Sometimes the frogs begin to
call back and forth, raising their voices to almost deafening levels.
A buzzing dumbledor is here, flying around you in close circles.
Exits: North East South West.

* C HP:Bad Mana:Frozen Move:Weak>n
Midgewater Marshes
To the west is what appears to be a lake of soupy mud.  On every other side,
the rampant vegetation of the marsh makes motion difficult. Clouds of insects
and the frogs that feed on them can be seen everywhere, and they fill the
air with noise.
A frog is standing here.
A neekerbreeker is standing here.
Exits: North East South West.

* C HP:Bad Mana:Icy Move:Weak>w
Deep Mud
The mud here is very deep, and it seems keen on enveloping anyone foolish
enough to tread here. Luckily, there are several twisting routes that avoid
the deep muck, although any travel must be done slowly and carefully.
A neekerbreeker is standing here.
Exits: North East South West.

* C HP:Bad Mana:Icy Move:Fainting>w
Midgewater Marshes
Considerable effort is required to successfully navigate amongst the many
pools of black water, as the thick vegetation and grasping black mud seem
to impede each step with a malevolent intent.  To the east, the vegetation
clears and reveals a large pool of what looks to be soupy mud, while in
every other direction, the marshes continue.
Exits: North East South West.

* C HP:Bad Mana:Icy Move:Fainting>w
Midgewater Marshes
The muddy bottom beneath the murky water makes each footstep an effort, as if
the Midgewater were deliberately trying to devour prey.  To the east, a damp
mist lies low over the marsh, and to the north lies a dense growth of sedges.
Westward the vegetation seems to thin a bit, though clouds of biting insects
seem unphazed by the lack of cover.
Exits: North East South West.

* C HP:Bad Mana:Icy Move:Fainting>rest
You sit down and rest your tired bones.

* C HP:Bad Mana:Icy Move:Fainting>sc
48/397 hit, 1/44 mana, and 2/144 moves.

* C HP:Bad Mana:Icy Move:Fainting>sc
48/397 hit, 1/44 mana, and 2/144 moves.

* C HP:Bad Mana:Icy Move:Fainting>i
You are carrying:
a metal buckler (worn out)
a great warsword (brand new)
a thick pair of metal boots (brand new)
a receipt for a thick metal breastplate
a receipt for a thick pair of metal boots
a receipt for a great helm
a receipt for a pair of greaves
a receipt for a pair of metal gauntlets
a receipt for a pair of vambraces
a war mattock
a small fluid-sack
a cave-bear fur (brand new)
a dark coloured flask

* C HP:Bad Mana:Icy Move:Fainting>where
Players in your zone
--------------------
Kazan                - Midgewater Marshes

* C HP:Bad Mana:Icy Move:Fainting>sco
49/397 hit, 1/44 mana, and 3/144 moves.

* C HP:Bad Mana:Icy Move:Fainting>sc
52/397 hit, 3/44 mana, and 8/144 moves.

* C HP:Bad Mana:Icy Move:Weak>sc
52/397 hit, 3/44 mana, and 8/144 moves.

* C HP:Bad Mana:Icy Move:Weak>sco
55/397 hit, 4/44 mana, and 13/144 moves.

* C HP:Bad Mana:Icy Move:Weak>sco

The hardened ranger yells 'An Orc is here at Old East Road!'
The hardened ranger yells 'An Orc is here at Old East Road!'

* C HP:Bad Mana:Icy Move:Weak>56/397 hit, 4/44 mana, and 13/144 moves.

* C HP:Bad Mana:Icy Move:Weak>sta
You stop resting, and stand up.
A buzzing dumbledor has arrived from the north.

* C HP:Bad Mana:Icy Move:Weak>sco
*a dreadful Orc* has arrived from the south riding a hungry warg.
56/397 hit, 4/44 mana, and 14/144 moves.

* C HP:Bad Mana:Icy Move:Slow>
*a dreadful Orc* leaves west riding a hungry warg.

* C HP:Bad Mana:Icy Move:Slow>w
*a dreadful Orc* has arrived from the west riding a hungry warg.
Midgewater Marshes
The soupy mud that greets each step makes travel an unpleasant experience.
It is nearly impossible to travel in a generally straight line -- any 
progress at all is via circuitous and tortuous routes through the mazey
mire.
Exits: North East South West.

* C HP:Bad Mana:Icy Move:Weak>w
Midgewater Marshes
The constant din of uncounted hordes of insects and amphibians at times
seems loud enough to drown out speech.  The ground here is mostly soft mud
that is at times covered with up to a foot of brown water, making each step
an uncomfortable chore.  Directly to the west, a low bluff marks the end
of the marsh in that direction at least.
A buzzing dumbledor is here, flying around you in close circles.
A big hummerhorn is here, flying around you.
Exits: North East South West.

* C HP:Bad Mana:Icy Move:Weak>n
Midgewater Marshes
The frequent stretches of deep mud and black ponds makes it impossible
to travel in a given direction with any certainty.  On all sides the marshes
reign unchallenged, providing a home to ravenous hordes of biting and 
stinging insects, who in turn sustain a huge population of frogs and other
less familiar predators.
Exits: North East South West.

* C HP:Bad Mana:Cold Move:Weak>w
Midgewater Marshes
Clouds of hungry insects are raised by each footstep, each seeking warm
blood with a seemingly malevolent intelligence.  The air is filled with
the buzzing and chirping of insects, punctuated by the loud calls of
frogs. The water is shallow for the most part, but there are occasional
pockets of black mud that seem to have no bottom.
A swarm of mosquitoes is here, humming around you.
Exits: North East South West.

* C HP:Bad Mana:Cold Move:Weak>rest
You sit down and rest your tired bones.
A mosquito swarm leaves east.

* C HP:Bad Mana:Cold Move:Weak>sc
57/397 hit, 5/44 mana, and 9/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sc
58/397 hit, 5/44 mana, and 10/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sc
*a dreadful Orc* has arrived from the east riding a hungry warg.
58/397 hit, 5/44 mana, and 10/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sc
58/397 hit, 5/44 mana, and 11/144 moves.

* C HP:Bad Mana:Cold Move:Weak>sta

*a dreadful Orc* quickly approaches, trying to pound you.
*a dreadful Orc* swiftly dodges your attempt to pound her.

* C HP:Bad Mana:Cold Move:Weak *a dreadful Orc*:Fine>s
Do you not consider fighting as standing?

* C HP:Bad Mana:Cold Move:Weak *a dreadful Orc*:Fine>No way! 
You are fighting for your life!

* C HP:Bad Mana:Cold Move:Weak *a dreadful Orc*:Fine>f
*a dreadful Orc* begins some strange incantations...
You flee head over heels.
Midgewater Marshes
The frequent stretches of deep mud and black ponds makes it impossible
to travel in a given direction with any certainty.  On all sides the marshes
reign unchallenged, providing a home to ravenous hordes of biting and 
stinging insects, who in turn sustain a huge population of frogs and other
less familiar predators.
A swarm of mosquitoes is here, humming around you.
Exits: North East South West.

* C HP:Bad Mana:Cold Move:Weak>
*a dreadful Orc* has arrived from the west riding a hungry warg.

* C HP:Bad Mana:Cold Move:Weak>
*a dreadful Orc* quickly approaches, trying to pound you.

* C HP:Bad Mana:Cold Move:Weak *a dreadful Orc*:Fine>rest
Rest while fighting? are you MAD?
*a dreadful Orc* begins some strange incantations...

* C HP:Bad Mana:Cold Move:Weak *a dreadful Orc*:Fine>f
You flee head over heels.
Midgewater Marshes
The frequent stretches of deep mud and black ponds makes it impossible
to travel in a given direction with any certainty.  On all sides the marshes
reign unchallenged, providing a home to ravenous hordes of biting and 
stinging insects, who in turn sustain a huge population of frogs and other
less familiar predators.
A stocky mountain mule is here, waiting to serve.
A sturdy pack horse is standing here.
Exits: North East South West.

* C HP:Bad Mana:Cold Move:Fainting>
The hardened ranger yells 'An Orc is here at Midgewater Marshes!'

* C HP:Bad Mana:Cold Move:Fainting>rid mule
It's too difficult to ride here.

* C HP:Bad Mana:Cold Move:Weak>
The hardened ranger yells 'An Orc is here at Old East Road!'
The hardened ranger yells 'An Orc is here at Old East Road!'

* C HP:Bad Mana:Cold Move:Weak>lead mule
w
A mountain mule starts following you.

* C HP:Bad Mana:Cold Move:Weak>Midgewater Marshes
The frequent stretches of deep mud and black ponds makes it impossible
to travel in a given direction with any certainty.  On all sides the marshes
reign unchallenged, providing a home to ravenous hordes of biting and 
stinging insects, who in turn sustain a huge population of frogs and other
less familiar predators.
A swarm of mosquitoes is here, humming around you.
Exits: North East South West.
A mountain mule has arrived from the east.

* C HP:Bad Mana:Cold Move:Weak>ri
A mountain mule stops following you.
You pick up a mountain mule's reins, and start riding him.

* R C HP:Bad Mana:Cold Move:Weak>w
Midgewater Marshes
The constant din of uncounted hordes of insects and amphibians at times
seems loud enough to drown out speech.  The ground here is mostly soft mud
that is at times covered with up to a foot of brown water, making each step
an uncomfortable chore.  Directly to the west, a low bluff marks the end
of the marsh in that direction at least.
A mountain mule is standing here, ridden by you.
Exits: North East South West.

* R C HP:Bad Mana:Cold Move:Weak>n
Midgewater Marshes
The frequent stretches of deep mud and black ponds makes it impossible
to travel in a given direction with any certainty.  On all sides the marshes
reign unchallenged, providing a home to ravenous hordes of biting and 
stinging insects, who in turn sustain a huge population of frogs and other
less familiar predators.
A swarm of mosquitoes is here, humming around you.
A mountain mule is standing here, ridden by you.
Exits: North East South West.

* R C HP:Bad Mana:Cold Move:Fainting>
Saving Kazan.

* R C HP:Bad Mana:Cold Move:Fainting>rest
You sit down and rest your tired bones.

* R C HP:Bad Mana:Cold Move:Weak>sc
63/397 hit, 7/44 mana, and 5/144 moves.

* R C HP:Bad Mana:Cold Move:Weak>stat

You feel bolder.

* R C HP:Bad Mana:Cold Move:Weak>sco
OB: 93%, DB: -38%, PB: 88%, Armour: 83%. Wimpy: 0. Mood: wimpy.
Needed: 251,923 xp, 0 tp. Gold: 27. Alert: normal.
Affected by:
- noquit
- a light wound at the left arm.
- a light wound at the right hand.
- a light wound at the body.
- novoid

* R C HP:Bad Mana:Cold Move:Weak>63/397 hit, 7/44 mana, and 6/144 moves.

* R C HP:Bad Mana:Cold Move:Weak>sco
63/397 hit, 7/44 mana, and 6/144 moves.

* R C HP:Bad Mana:Cold Move:Weak>where
Players in your zone
--------------------
Kazan                - Midgewater Marshes

* R C HP:Bad Mana:Cold Move:Weak>sco
64/397 hit, 7/44 mana, and 7/144 moves.

* R C HP:Bad Mana:Cold Move:Weak>sco
64/397 hit, 7/44 mana, and 7/144 moves.

* R C HP:Bad Mana:Cold Move:Weak>sco
64/397 hit, 7/44 mana, and 7/144 moves.

* R C HP:Bad Mana:Cold Move:Weak>sco
64/397 hit, 7/44 mana, and 8/144 moves.

* R C HP:Bad Mana:Cold Move:Weak>sco
64/397 hit, 7/44 mana, and 8/144 moves.

* R C HP:Bad Mana:Cold Move:Weak>sco
65/397 hit, 7/44 mana, and 9/144 moves.

* R C HP:Bad Mana:Cold Move:Weak>inf
You are a male Dwarf.
You are 39 years, 7 months, and 20 days old.
You have played 20 days and 9 hours (real time).
This ranks you as Kazan the Warmule! (level 34).
You are four feet eleven and weigh fifteen stone and thirteen pounds.
Perception: vision 15, hearing -7, smell -50. Alertness: normal.
You must have been sent to Arda to free it from the sorrows that weigh upon it.
You are welcome in Bree, Shire, Fornost, the Grey Havens, Rivendell, and the
Blue Mountains.
You are carrying 202 pounds of equipment. Heavy, but we will manage...
Your base abilities are: Str:18 Int:9 Wis:6 Dex:12 Con:18 Wil:21 Per:8.
Offensive Bonus: 93%, Dodging Bonus: -38%, Parrying Bonus: 88%.
Your armour provides an average protection of 83%.
You have 65/397 hit, 7/44 mana, and 9/144 movement points.
Your mood is wimpy. 
You will fight to the death.
You have scored 14,748,077 experience points and you have 117,848 travel
points.
You are not known for any acts of war.
You need 251,923 exp. points and 0 travel points to reach the next level.
You have 27 gold coins, 11 silver pennies, and 58 copper pennies.
You are speaking Westron.
You will climb if necessary.

*** Return: continue, b: back one page, r: redisplay, q:quit (86%) *** 
You are subjected to the following temporary effects:
- noquit
- a light wound at the left arm.
- a light wound at the right hand.
- a light wound at the body.
- novoid

* R C HP:Bad Mana:Cold Move:Weak>sco
67/397 hit, 8/44 mana, and 11/144 moves.

* R C HP:Bad Mana:Cold Move:Weak>sco
67/397 hit, 8/44 mana, and 12/144 moves.

* R C HP:Bad Mana:Cold Move:Weak>sco
67/397 hit, 9/44 mana, and 13/144 moves.

* R C HP:Bad Mana:Cold Move:Weak>sco
68/397 hit, 9/44 mana, and 13/144 moves.

* R C HP:Bad Mana:Cold Move:Weak>time
According to the Dúnadan calendar, it is:
Monday, the 1st of Thrimidge, Year 2895 of the Third Age.
It is the middle of the day.
Real time is Tue Jul 31 05:20:27 2001 GMT.
Last reboot due to a crash at Mon Jul 23 03:22:14 2001 GMT

* R C HP:Bad Mana:Cold Move:Weak>sco
69/397 hit, 9/44 mana, and 15/144 moves.

* R C HP:Bad Mana:Cold Move:Slow>sco
69/397 hit, 9/44 mana, and 15/144 moves.

* R C HP:Bad Mana:Cold Move:Slow>sco
69/397 hit, 9/44 mana, and 15/144 moves.

* R C HP:Bad Mana:Cold Move:Slow>sco
*a dreadful Orc* has arrived from the east.
69/397 hit, 9/44 mana, and 16/144 moves.

* R C HP:Bad Mana:Cold Move:Slow>sco
*a dreadful Orc* slashes your right foot hard and shatters it.
You wish that your wounds would stop BLEEDING so much!
You can't do that while fighting.
You try to pound *a dreadful Orc*, but she parries successfully.

* R C HP:Bad Mana:Cold Move:Slow *a dreadful Orc*:Fine>sta

A mosquito swarm leaves north.

* R C HP:Bad Mana:Cold Move:Slow *a dreadful Orc*:Fine>w
Do you not consider fighting as standing?
*a dreadful Orc* begins some strange incantations...

* R C HP:Bad Mana:Cold Move:Slow *a dreadful Orc*:Fine>f
No way! 
You are fighting for your life!

* R C HP:Bad Mana:Cold Move:Slow *a dreadful Orc*:Fine>
You flee head over heels.
Midgewater Marshes
The constant din of uncounted hordes of insects and amphibians at times
seems loud enough to drown out speech.  The ground here is mostly soft mud
that is at times covered with up to a foot of brown water, making each step
an uncomfortable chore.  Directly to the west, a low bluff marks the end
of the marsh in that direction at least.
A hardened ranger is walking around, looking for tracks.
A mountain mule is standing here, ridden by you.
Exits: North East South West.
You suddenly notice the hardened ranger.

* R C HP:Bad Mana:Cold Move:Weak>w

A hummerhorn has arrived from the east.

* R C HP:Bad Mana:Cold Move:Weak>Low Bluff
A gentle slope up from the southwest leads to the edge of this low bluff
that overlooks the tangled vegetation of the Midgewater Marshes.  Directly
below, after a drop of about ten feet, the muddy pools and wet vegetation
of the marsh hold sway, but this hill provides a dry respite for travellers.
A mountain mule is standing here, ridden by you.
Exits: North East South West.

* R C HP:Bad Mana:Cold Move:Weak>w
Path in the Forest
The ground is very wet here, almost swampy. 
You are surrounded by tall
willows and alders, and there are a lot of thorny bushes to the east.
You can go west, north or east.
A large toadstool grows nearby.
A mountain mule is standing here, ridden by you.
Exits: North East West.

* R C HP:Bad Mana:Cold Move:Weak>w
Bend in the Path
The ground is really moist here, and covered with moss. All around you are
small trees, mostly elms and alders. The path goes east and south.
A mountain mule is standing here, ridden by you.
Exits: East South.

* R C HP:Bad Mana:Cold Move:Weak>s
Junction
You notice that some of the trees found here are not found in the forest.
There are still many beeches, but you begin to find alders. The ground
is covered by a thick undergrowth of ferns. 
You can go north and west along
the forest path, or south along a small path.
A black wolf pads restlessly, looking for its next prey.
A mountain mule is standing here, ridden by you.
Exits: North East South West.

* R C HP:Bad Mana:Cold Move:Weak>w
ZBLAM! A mountain mule doesn't want you riding him anymore.
You stop riding a mountain mule.

* C HP:Bad Mana:Cold Move:Weak>stat
OB: 93%, DB: -38%, PB: 88%, Armour: 83%. Wimpy: 0. Mood: wimpy.
Needed: 251,923 xp, 0 tp. Gold: 27. Alert: normal.
Affected by:
- noquit
- a light wound at the left arm.
- a light wound at the right hand.
- a light wound at the body.
- novoid

* C HP:Bad Mana:Cold Move:Weak>sta
You stop resting, and stand up.

* C HP:Bad Mana:Warm Move:Weak>sc
54/397 hit, 11/44 mana, and 13/144 moves.

* C HP:Bad Mana:Warm Move:Weak>where
A black wolf leaves east.
Players in your zone
--------------------
Dor                  - Old East Road
Kazan                - Junction

* C HP:Bad Mana:Warm Move:Weak>sc
54/397 hit, 11/44 mana, and 13/144 moves.

* C HP:Bad Mana:Warm Move:Weak>sc
54/397 hit, 11/44 mana, and 14/144 moves.

* C HP:Bad Mana:Warm Move:Weak>sc
55/397 hit, 11/44 mana, and 14/144 moves.

* C HP:Bad Mana:Warm Move:Weak>cl
-cast 'cure light'
You muster all of your concentration...

\A grey wolf has arrived from the west.

|/-\Your scratches and bruises disappear.

* C HP:Bad Mana:Frozen Move:Slow>s
Old East Road
An occasional wolf or deer track crosses or even runs along the Old East Road
as they wander out of the forest. Rabbits and smaller wildlife generally
inhabit the plains to the south where short grass and bushes grow in abundance.
A small path can be seen leading north.
Exits: North =East= =West=.

* C HP:Bad Mana:Frozen Move:Weak>w
Old East Road
An occasional wolf or deer track crosses or even runs along the Old East Road
as they wander out of the forest. Rabbits and smaller wildlife generally
inhabit the plains to the south where short grass and bushes grow in abundance.
A short path leads to a building to the south.
Exits: =East= South =West=.

* C HP:Bad Mana:Frozen Move:Weak>w
Old East Road
A small path leads away from the Old East Road and ventures to a small clearing
amongst the trees to the north. Fallen trees have blocked the way southwards,
where the divided Chetwood forest continues. In the distance, beyond the fallen
trees and between still standing ones can be seen rolling hills.
Exits: North =East= =West=.

* C HP:Bad Mana:Frozen Move:Weak>w
Old East Road
The road travels east and west, connecting the village of Bree with the hidden
valley of Rivendell. This section of the road is worn from the many travellers
from distant lands who traverse it and the local lumberjacks who use it to move
their fallen trees. To the north a clear-cutting can be seen, evident from the
many stumps that dot the horizon.
A boar cub is playing here, and exploring the wide world.
Exits: =East= South =West=.

* C HP:Bad Mana:Frozen Move:Weak>
A boar cub leaves east.

* C HP:Bad Mana:Frozen Move:Weak>w
Old East Road
The road is worn away from vigorous use. Small bushes line the edges the road
with the Chetwood forest rising behind them. A small path leads towards a
clearing in the distance to the north, to the south one can make out some
rolling downs through the scattered trees.
The corpse of a slithering snake is lying here.
Exits: North =East= =West=.

* C HP:Bad Mana:Frozen Move:Weak>w
Old East Road
The Old East Road continues its way east and west dividing the Chetwood forest
which stands mainly to the north. The trees are very dense to the south,
blocking any routes into the forest. A small trail leads to the north through
the forest.
Exits: North =East= =West=.

* C HP:Bad Mana:Frozen Move:Weak>w
Old East Road
The road continues its way east and west dividing the Chetwood forest. The
trees are very dense to the south, blocking any routes into the forest. The
village of Bree can be seen far to the west.
Exits: =East= =West=.

* C HP:Bad Mana:Frozen Move:Weak>w
Old East Road
The road continues its way east and west, dividing the Chetwood forest to the
north and south as it goes. The forest has been thinned out to the north and
small piles of brushwood border the road. To the south the trees rise up fairly
high.
Exits: North =East= South =West=.

* C HP:Bad Mana:Frozen Move:Weak>w
Old East Road
The old east road continues south around Bree to its southern gate and east
towards the perilous lands of the east. The influence of civilization rapidly
decreases with each league the road runs towards those dangerous lands. A
large sign is nailed to a tree on the side of the road.
Exits: North =East= =South=.

* C HP:Bad Mana:Frozen Move:Weak>w
Alas, you cannot go that way...

* C HP:Bad Mana:Frozen Move:Weak>s
Old East Road
The Old East Road runs through plains here, travelling to the north and west.
The southern part of the Chetwood forest lies to the east and can be reached
from here. The steps of travellers and their mounts have marked the road
deeply here as they travelled the last miles to Bree or started their journeys
to the unknown lands of the east.
Exits: =North= East South =West=.

* C HP:Bad Mana:Frozen Move:Weak>w
Road out of Bree-land
Here, the final borders of Bree-land are left behind as the East Road winds its
way out into the plains of Eriador. Behind the road to the north-west stands 
the Bree Hill, its height sheltering the small village on its western flank. 
The road continues west, entering the village from the south.
Exits: =East= =West=.

* C HP:Bad Mana:Icy Move:Weak>w
Well Kept Road
The East Road is well kept in this area through Bree-land. Closely set stones
flag the width, and short grass grows at either side. Off to the north the
hedge and ditch about Bree cuts it's path, with Bree Hill rising high above
it. Shortly to the west, a road leads north towards the southern gate of
Bree.
Exits: =East= =West=.

* C HP:Bad Mana:Icy Move:Weak>w
n
Junction
From the north a tidy, but well worn road leads out from the village of Bree,
and is joined here by a paved road from the west. Looking far northward, the
protective ditch and hedge of Bree forms a curved line as it surrounds the
southwestern edge of Bree, only being broken for the gate. The path westward
avoids the town, allowing travellers to move swiftly if they don't wish to
enter the warm, but suspicious, village.
Exits: =North= =East= =South= =West=.

* C HP:Bad Mana:Icy Move:Weak>South of Bree
You're standing in the dim shadow of Bree's southern gate. North of you is
Bree, the last outpost of civilization, which soon ends and gives way
to the eastern wilderness full of dangerous creatures and adventures.
Exits: North =South=.

* C HP:Bad Mana:Icy Move:Weak>
You see a Great Eagle flying high above you in the sky!

* C HP:Bad Mana:Icy Move:Weak>n
Bree's South Gate
You are just in front of Bree's south gate, on which you see a strange notice.
Beyond here there is only the Old East Road leading to the Hills of Evendim.
There is an old street-lamp on the border of the street.
A Guard of Bree is here, watching the gate.
A Guard of Bree is here, watching the gate.
The gatekeeper stands here.
A Guard of Bree stands here.
Clint the Dwarf is standing here.
A Guard of Bree stands here.
Exits: North South.

Top of Page Down to last comment


Kazan2001-07-31 07:36:27
I was so dead sure i'd be dead before i reached bree! anyways just wanted to post the log to piss u off or something:p
Unknown2001-07-31 08:10:47
My lord you spam like a newbie. And wtf do people play with room descs on for?
Kazan2001-07-31 08:27:03
Mmmm,it's called spam and why it's not on i dunno. as u got so big balls and comment as unknown i won't take last part too hard :p
gretna2001-07-31 08:32:28
nice escape!!!! hehehe! u know sloshed got awful there ;) i got wounded all to fukin rangers ;) bleh!
Sloshed2001-07-31 08:37:50
got east on 9 hps :)
Daevia2001-07-31 08:48:35
Well if the unknown doesn't have the balls, I'll say it. You spam like a newbie! And playing with room desc's on is for newbies too!
Mumma2001-07-31 09:06:13
You are carrying 202 pounds of equipment. Heavy, but we will manage...
I thought i told to wash of after runking?
Ginlon2001-07-31 13:35:12
I'll back Daevia up...
But still, musta been one hell of a rush!
Armodo2001-07-31 14:53:19
Heh, you carry a 'war'sword, a 'war' mattock and yet are

'not known for any acts of war'. The irony! :P

Banor2001-07-31 15:12:36
I liked the log, but you must have two much juju in you...Ack lev34 and only
397 hps and with that nice wil too. Nice job, btw although i guess it would classify
me as a newbie i like the room description a lot better than some spams where
you have no clue where anyone is. Got a nice feel of where you were...
Aschit2001-07-31 15:14:43
I'm not unknown either, turn those damn room descriptions off! Gratz on living btw :)
Wryak2001-07-31 16:20:50
He's like first age though, explains the hps.
Alcion2001-07-31 16:33:55
brief brief brief brief brief... nice escape though.
Johan2001-07-31 18:26:00
Those orcs, did they have track ??
Steele2001-07-31 18:27:40
You could have kicked the crap out of that orc in a few situations. When ya ran into those hardons, if ya were a true dwarf, ya'd stick yer axe in the ground and stand and fight the orc at that moment. I gurantee you one of two things would have happened. Death by the orc, or his screams bloody murder and runs home with his tail behind his legs while you're sitting down resting with a big grin on your face.
Edvard2001-07-31 18:28:35
nice sense of roleplaying on this game. The ainurs have made beautiful roomdescriptions in every single room, and done a real good job creating a nice, mystic feeling if you read them... and this is how you thank them! Ps. i dont play with room descs on *grin* Ds.
Kazan2001-07-31 20:12:59
Mmmm,sure i spam like a newbie but where? and why? brushspam is the only thing i see i coulda done alot differently.
Deor2001-07-31 20:46:51
`These are not ordinary weeds',you think to yourself and you even imagine you hear a low humming noise among them. This is not a very good room desc. I don't blame Ciryo for not porting to your rude ass. Next time, try taking 2 seconds to type an explanation and I bet you get bobbed.
Deor2001-07-31 20:47:55
And why didn't you just run to caravanserai?
Deor2001-07-31 20:48:52
And why didn't you just run to caravanserai?
Kazan2001-07-31 20:59:25
*Pat deor* caravanserai might've worked, but it's one of the most common block break traps, and explaining? i sorta had no time to explain. when i say port bob it's quite obvious no? anyways i don't blame him for not doing it at all.
Crackle2001-07-31 21:48:32
'Running through here and just frolicking in the flowers sounds actually like a nice vacation from your long adventure.' That's why the orcs didn't catch you: they stopped to frolic in the flowers, as orcs are wont to do.
adroit2001-07-31 22:44:57
or if you had stayed on the damned road at the end the log woulda been much less interesting, you woulda had plenty of moves and regen to just spam to bree.
Kazan2001-07-31 23:02:08
hehe,bullshit. where the hell did i have moves to spam bree?
staying on road would be the easiest way to read,too.
Fezz2001-08-01 00:24:57
now if i were only that skilled!
Fezz2001-08-01 00:25:20
or should i say lucky
Thilax2001-08-01 17:49:58
uhmm whats up with the mood wimpy---> You will fight to the death???
Devastator2001-08-01 20:42:23
Who did say again I suck? Kazan and Cagim and Mestan? LAUGH what a newbie log=P
Kazan2001-08-01 21:50:47
Hmm,good arguments deva. i am surely a newbie,i don't decline it,but i'd like to hear where i played newbieish?
Kazan2001-08-01 22:35:33
And to be honest i can't remember saying u sacked deva.
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