o S C> You are a female Orc. You are 75 years, 7 months and 7 days old. You have played 3 days and 1 hour (real time). This ranks you as Solitaire the Orkish Archer (level 18). You are five feet nine and weigh eleven stone and two pounds. Perception: vision 46, hearing 27, smell 48. Alertness: normal. You are totally corrupted by the Evilness of Morgoth! You are welcome in Goblin Town. You are carrying ninety-six pounds of equipment. Heavy, but we will manage... Your base abilities are: Str:16 Int:11 Wis:10 Dex:18 Con:17 Wil:12 Per:16. Offensive Bonus: 94%, Dodging Bonus: 50%, Parrying Bonus: 67%. Your armour protects 1% of your body. You have 230/230 hit, 83/83 mana, and 139/139 movement points. You will flee if your hit points go below 80. Your mood is wimpy. You have scored 3,063,615 experience points and you have 8,424 travel points. You need 0 exp. points and 1,526 travel points to reach the next level. You have 83 gold coins, 7 silver pennies, and 19 copper pennies. You are speaking Orkish. You are trying to sneak. You will climb if necessary. o S C> An orkish scout yells 'A Man is here at Narrow Part of the Broken Trail!' o S C> An orkish scout yells 'Some Men, and an Elf are here at Narrow Part of the Broken Trail!' o S C> Ok. o S C> Ok. o S C> You start watching the cave beyond the crack. * S C> Someone slowly fades into existence. You suddenly notice *Fardin the Stoor Hobbit*. Suddenly *Fardin the Stoor Hobbit* stabs you in the back. That really HURT! You wish that your wounds would stop BLEEDING so much! * S C HP:Awful *Fardin the Stoor Hobbit*:Healthy>No way! You are fighting for your life! * S C HP:Awful *Fardin the Stoor Hobbit*:Healthy> *Fardin the Stoor Hobbit* swiftly dodges your attempt to hit him. * S C HP:Awful *Fardin the Stoor Hobbit*:Healthy> You flee head over heels. Orc Guard Room This small chamber is evidently a guarded entrance to an Orkish lair, perhaps to the feared Goblin Town itself. A massive stone door lies to the south, hiding contorted tunnels infested by unknown fell beasts and cunning, evil Orcs. The walls are scarred with many blood-encrusted scratches, as if someone had used them to clean a sword. A half-hidden crack leads to a small natural cave connected to the outside, where Goblins can waylay hapless travellers. A sign has been scribbled near the crack. The dark presence of the Monitor stands at the stone door. A huge orc bodyguard looks at you suspiciously. A huge orc bodyguard looks at you suspiciously. A huge orc bodyguard looks at you suspiciously. A huge orc bodyguard looks at you suspiciously. A huge orc bodyguard looks at you suspiciously. Exits: South Up. o S C HP:Awful> You flee head over heels. PANIC! You couldn't escape! o S C HP:Awful> You flee head over heels. PANIC! You couldn't escape! o S C HP:Awful> You flee head over heels. Behind the Crack To the south, the rock is marred by a large crack, into which has been wedged a boulder that acts as a crude door. There is a small chink left free at the top, so it is possible to look into the chamber beyond. The air flowing through the crack is fresh, so the surface must be quite near. A narrow tunnel marked with the tracks of ironshod boots leads down into some type of hewn chamber. A tall plant with a perfectly smooth stem gracefully marks the landscape. A tall plant with a perfectly smooth stem gracefully marks the landscape. A tall plant with a perfectly smooth stem gracefully marks the landscape. *Fardin the Stoor Hobbit*, wielding a black runed dagger, is standing here. Exits: South Down. * S C HP:Awful> *Fardin the Stoor Hobbit* tries to pierce you, but your parry is successful. You wish that your wounds would stop BLEEDING so much! * S C HP:Awful *Fardin the Stoor Hobbit*:Healthy> You flee head over heels. Dark Dry Cave After the long journey that brought you here, this dry cave really looks like the ideal place to rest. A narrow arch, barely wide enough for an unloaded mount to pass, is the only connection to the outer world, making the cave an efficient shelter against bad weather and predator beasts. Exits: North South. o S C HP:Awful>Trail at a Cave You feel your knees wobbling as you try not to look down the steep cliff to the south. Keeping yourself close to the mountain wall, you press on your hazardous journey through the Misty Mountains. Looking behind a boulder that has fallen down on the trail, you see a dark cave. The corpse of a hungry warg is lying here. A sign wrought from black metal, inscribed with blood-red letters stands here. Exits: North East West. o S C HP:Awful>Dark Dry Cave After the long journey that brought you here, this dry cave really looks like the ideal place to rest. A narrow arch, barely wide enough for an unloaded mount to pass, is the only connection to the outer world, making the cave an efficient shelter against bad weather and predator beasts. *Fardin the Stoor Hobbit*, wielding a black runed dagger, is standing here. Exits: North South. The ground no longer feels frosty. * S C HP:Awful>Behind the Crack To the south, the rock is marred by a large crack, into which has been wedged a boulder that acts as a crude door. There is a small chink left free at the top, so it is possible to look into the chamber beyond. The air flowing through the crack is fresh, so the surface must be quite near. A narrow tunnel marked with the tracks of ironshod boots leads down into some type of hewn chamber. A tall plant with a perfectly smooth stem gracefully marks the landscape. A tall plant with a perfectly smooth stem gracefully marks the landscape. A tall plant with a perfectly smooth stem gracefully marks the landscape. Exits: South Down. o S C HP:Awful>The crack closes quietly. <-- Lucky me. Orc Guard Room This small chamber is evidently a guarded entrance to an Orkish lair, perhaps to the feared Goblin Town itself. A massive stone door lies to the south, hiding contorted tunnels infested by unknown fell beasts and cunning, evil Orcs. The walls are scarred with many blood-encrusted scratches, as if someone had used them to clean a sword. A half-hidden crack leads to a small natural cave connected to the outside, where Goblins can waylay hapless travellers. A sign has been scribbled near the crack. The dark presence of the Monitor stands at the stone door. A huge orc bodyguard looks at you suspiciously. A huge orc bodyguard looks at you suspiciously. A huge orc bodyguard looks at you suspiciously. A huge orc bodyguard looks at you suspiciously. A huge orc bodyguard looks at you suspiciously. Exits: South Up. o S C HP:Awful>4/230 hit, 83/83 mana, and 80/89 moves. <-- Close!