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You be ross | Carriage (as Ross)
The metal carriage is a deep grey with shadowy corners, and the fluorescent lamp on the ceiling is on the blink, so that every so often you're sent into total darkness. Your only company is the girl opposite you and a sea of dead wasps. You don't know where you're going or how you got here. |
You examine the wrench | It's a heavy steel wrench. |
You get all | The strapless pair of goggles: Taken.
The antique bottle: Taken.
The cork: Taken.
The treasure map: Taken.
The white rubber strap: Taken.
The shrimp: Taken.
The old man consults his bait box, and reties his line with a new lure. |
You get the key | Taken. |
You press stop 4 | You push tentatively, smiling with some perverted satisfaction at the sight of the greasy fingerprint you left on the hand polished surface. |
You get Stix | The Pixie Stix is currently in a glass display case, inaccessible to you. |
You go upward | You're floating above a large meadow. An old house is to the southeast. |
You look at the man | The elderly man wearing a black suit and sunglasses sways gently to the tunes coming from his saxophone. At his feet is an overturned black bowler hat. He is currently playing Unchained Melody.
A taxicab drives down the street. |
You talk to GPS | 0: Say nothing.
1: "Location: HOME"
2: "Location: TACO FLACO"
3: "Location: HANGAR 22." |
You hit the spider with the poker | (first putting the flashlight in the burlap sack to make room, then putting the mystery by John Dickson Carr in the burlap sack to make room, then putting the croquet hoop in the burlap sack to make room, then taking the poker from the burlap sack)
On a normal day, you might be able to grit your teeth and force yourself to do something with (or to) the spider. But you're feeling pretty nervous today. You just can't quite bring yourself to get that close to it. |
Go north | The master bedroom is a picture-postcard of rustic New England charm. Faded sketches of rural landscapes adorn the walls; a beautifully carved dressing mirror stands in one corner; an old-fashioned accordion radiator gurgles quietly beneath the window. The most striking feature, an enormous, antique, four-poster bed, must be the largest piece of furniture in the house.
Michael is curled up in bed, sound asleep.
If it weren't for this hopelessly backwater town and the disturbing circumstances surrounding the house, you'd say this was your dream home. Even so, as much as you would like to relax and enjoy the comforts of a fully furnished historical New England estate, you can't help but be put off by the shady aura surrounding the family that used to live here. The last of the line, you remind yourself, recently committed suicide after killing his wife and two daughters with a shotgun. Involuntarily you shiver, glancing nervously at the doorways to the south and west. |
You examine the mirror | You polish this mirror twice a day. If it doesn't look good, you don't look good. |
4 | You kneel down and scratch between his ears. "Is there anything I can do for you, big guy?"
The Beast softens. "No human has ever before shown me one mote of kindness. No, Nathalie, it is too late for me���I am doomed to return to
elemental matter, to cease in my distinctness forevermore. But in thanks for thine tender attentions, I will spare thine life."
"Aww. Thanks, big guy." You rise from your knees.
Thunder rumbles. |
You go to the south-east | You can't go that way. Obvious exits lead north, to the kitchen; south, to the area behind the cabins; east, to the north end of the croquet court; west; northeast, back to the lawn; northwest, to the gravel driveway; southwest, to the garden of junk; and in, to in the van. |
You turn off the phone | You switch the fartroid smartphone off. |
You take the shovel | (first putting the pill bottle in the burlap sack to make room)
Taken. |
You pick the lock | What do you want to pick the metal drawer with? |
You go west | (first opening the west door)
The pale gold wallpaper in the lounge looks rather splendid, but the furniture seems surprisingly spartan for such a grand house. Indeed, there is little here apart from four upright chairs and a low wooden table, all rather dwarfed by the size of the room. There are also doors to north and east.
On the low wooden small table is a magazine.
Obvious exits: North, East |
You pour the salt on the floor | You pour out some salt in a ring around the faraday cage. |
You read the pamphlet | (first taking the pamphlet)
It turned out to be a recent intelligence report on the Luftwaffe, giving details of current German aircraft, photographs of typical Luftwaffe personnel, and coloured plates illustrating Luftwaffe uniforms and insignia. Towards the back the pamphlet gave estimates of the current size of the German air force and the dispositions of its main units. |
Fore | The way is sealed fast. |
You look at the new ice cream | The ice cream in it is green with little black specks. Insects, perhaps? More importantly, the carton is glowing with spiritual
energy.
The new carton of ice cream is mystically sealed, presumably to
protect its contents from the opposition. The barrier is also keeping me from accessing its contents, a secret codebook, as long as it's closed. |
You look at the heap | Huddled and ripped on the ground.
The cuckoo clock ticks sullenly. |
Sing | When you start singing, the Siren glares at you and starts singing louder. So you stop singing. |
You speak into the microphone | I've practiced this a thousand times. All right, let's begin.
COWER, PITIFUL INSECTS! You are hearing the words of your intellectual superior! I address you from the doomed airship Mephistopheles, former den of that smirking impecile, Rex Dashing. "Former," I say, because soon nothing will remain of it but a cloud of radioactive ash. As for the good captain himself, he's fled like the worthless coward he is. Nothing can stop Professor DIRK RADON, the IRRADIATABLE MAN! Bwahahahahaha! |
Sue | Threediopolis, Sector 334
Threediopolis, Sector 434
Threediopolis, Sector 435 |
You cut the door | What do you want to cut it with? |
You go to the north | The ruined forge stands just outside the castle. There is no roof, and the remains of thick stone walls are open to the sky. The castle itself is closeby to the north, its stone towers soaring upwards. There is desolate wasteland stretching away to the south.
You can go north (towards the castle itself), or south (to some wasteland).
You can see a brass lamp here. |
Go west | This wide rectangle of concrete is littered with the chaotic fallout of everyday dairy farming. And its brown! The stark windows of the farmhouse stare accusingly down into the yard from the north, and, to the east, the roof of the main barn is outlined against the rising sun.
Towering black cumulonimbus clouds pour forth vast quantities of tiny, hard hailstones onto Skebdale.
The farm gate to the south-west is safely shut.
A group of clucking chickens peck their way around the farmyard, desperately searching for grain.
The storm continues to batter unrelenting upon Skebdale.
The border collie trots towards you from the main barn. |
You look at the dictionary | It has seen better days. Years of coffee spills have obliterated most of the printing and completely glued the binding to the desk. The pages are soggy and YELLOW and about to fall apart. They appear to be somewhat out of order. |
Go upwards | You make your way up through the fog.
Gray Matter, Level Two
Off to the side sits a gray storage bin. In the storage bin you see a square piece of metal and a scribbled scroll.
A gray, translucent ghost flits around the storage bin. |
No you're feeling right | "Very interesting!" says the doctor. He makes a checkmark on his clipboard. "I think we're making progress."
The doctor asks, "Would you describe yourself as feeling... delighted?" |
Go west | Trash Stacks (as Dr. Singh)
Dr. Singh is wading through piles of trash. He can hear a variety of crunches and pops from plastic cup lids, styrofoam peanuts, and bubble wrap underfoot. Dr. Singh's adrenaline levels are very high due to the occasional soft organic matter underneath. Dr. Singh can return to the east.
Only two items stand out.
There is a large, spinning disco ball here, Dr. Law. It seems to be constructed of chewing gum wrappers.
A massive boulder of rock candy is here.
Dr. Singh swallows nervously. |
You examine the notepad | This notebook is for recording health code violations when you inspect a restaurant. Nikolai's is likely to have a number of infractions.
To record them, "note [something]". Later in the day, back at the office, you will refer to these notes to write your official report. |
You go upwards | the trunk will bear your weight.
An improvised ladder of sticks, lashed together with vines and
creepers, hangs down the rest of the way.
You are perched inside the dense, broad first branches down from the
cedar's roots, which splay across the rocky ceiling like buttresses on
a perpendicular gothic column. Through the dappled green cover, you
can just make out the long ledge, but it's too far up to jump across.
A tree-house has been constructed here, though it's little more than a
wooden lean-to on a log platform.
The trunk becomes too smooth up near the roots.
The trunk becomes too smooth up near the roots. |
You talk to Kadro | "I'm very much still strapped to the bunk here Kadro," you say. |
Left | A utilitarian shower and a saurian toilet, all lit harshly by fluorescent lights that emit a sickly hum.
A voice whispers from the toilet bowl. "Hey! Over here!" |
You open the drawer | Uncle Stephen motions you vaguely away from the desk drawer. It's clearly private, and he would appreciate it if you stayed out of it. |
Go east | The entry hall of Eternal Springs is bare of decoration. The only furnishings are a grandfather clock, which ticks heavily, and a small round telephone table. The front door of the house stands open to the east, the screen door providing, at best, a very partial barrier against the ingress of insects. There are open archways to the north and south, and a narrow staircase with a threadbare runner leads upward. The hall extends further to the west, alongside the staircase. |
Go east | On this rickety porch, uncle Zebulon used to spend the long summer
evenings, relaxing in his rocking chair and smoking his pipe. Your
parents used to sneer at his laziness; why couldn't he use all that
spare time to make his garden look a little more respectable?
The rocking chair is still there, right outside the front door of
the house. It is not occupied by uncle Zebulon, though, but by a
sneering, rather mean-looking demon.
The demon is picking his claws with a rather nasty-looking dagger. |
You examine the sceptre | Formerly belonging to Queen Ingratitudina the First (so he said), only slightly bent where she used it to strike King Cophetua.
You reacquaint yourself with its appearance: Studded with measly turquoises and semi-precious stones. |
You get fan | Taken. |
You unlock door | You unlock the office door. |
You examine the cleaner | The vacuum cleaner's innards are packed with sand. You can't imagine how it got that way.
"Three people reported missing at the Death Valley Om in California..." (Hang on.) "The popular desert arts festival was shaken yesterday when three attendees failed to return from moonlight hikes. State police are searching the area." (You resolve to read that desert camping book one more time.) |
You get all Bread and the biscuits | rock hard biscuit: Taken.
rock hard biscuit: Taken.
hot loaf of wheat bread: Taken.
hot loaf of wheat bread: Taken.
hot loaf of wheat bread: Taken.
You move the empty pans from the oven to the work table.
The moss robed citizen arrives from the north.
Heat blasts from the open oven into the bakery, causing the blue curtain over the back room door to flutter.
The Harbormaster continues: "... In the mysterious land of Mu-Tah
... and on the way back about fifty monstrosities ... used my crew as their personal harem for a time while we negotiated ... we were all sore and walking funny for a week after that."
shmokey420 casts Divine Hallucination on himself. |
You go to the south | The tombstones block your path.
The luminous mists suddenly condense into a cloud of eldritch vapors! Circling like sharks, they stroke your face with ghostly fingers and whisper dreadful secrets into your ears. |
You look at Cytserz | Cytserz, an eyesore, has his appearance dominated by a thick Unix beard. It suffocates other facial characteristics, people. |
P. | On the floor you can see a white glove where it has been contemptuously thrown down, and expanding outward from this glove the world takes form. There are dancers surrounding you in a circle, but they are not dancing: they are staring at you and staring at the glove, and their eyeballs never cease staring because they are frozen.
There has been some hitch and time stands still.
A chandelier hangs overhead, candles unflickering. Everything is mirrored in the marble floor. Toward the future you can glimpse the grand staircase, where the countess is ascending with her back turned after having delivered her challenge. |
You look through Lens | The mighty Lens of Truth reveals no new information to you.
You have the worrying feeling that you're forgetting something. But it might just be nerves. |
You go south | This narrow promenade stretches into darkness to the south and,
through an archway, toward an open area to the north. |
You hit the fish with the brick | The swordfish knocks the brick out of your hands with a deft flick of its bill.
[ Your Stamina: 6 Swordfish: 6 ] |
You throw the green goblet at Lafond | The delicate glass of the green goblet shatters into pieces.
Lafond smacks you hard across the face with the back of his hand, "Fool." He casts aside all formalities. |
You put the apple in the furnace | You put the round apple into the furnace. |
You pull the rope | You grasp the rope firmly in both hands and pull, and the box in which you're confined rises, foot by swaying foot, up the shaft in which it's suspended. In a few moments you're at the top of the shaft, in near-darkness broken only by a faint line of light that traces the shape of a hatch door like the one in the pantry below. |
You go west | You are standing in the midst of a crowd of tourists in front of the west door of Westminster Abbey. The towers of the Abbey soar high above you, and you marvel at this perfect example of Gothic architecture, as generations have done before you.
The Abbey door is open.
On the wall next to the door is a small, discreet sign.
Your friend drifts along after you, apparently lost in thought. |
You go to the east | You give the laser bike a sharp turn east, and it speeds through the grid line to the east. The bike leaves a laser beam of light in its wake.
Intersection (on the laser bike)
You are riding a laser bike, traveling rapidly east through an intersection. Dark blue neon walls surround the intersection, but there are grid lines that lead north, northwest, east, and west.
However, the grid line to the west is lit up by a beam of light.
There is also a ramp to the northeast. |
You examine the alarm | From here, all you can see is a white box with the name of a security company on it. A blue light flickers intermittently on its side, suggesting that it is active. |
Go north | You are standing at a crossroads. A road leads west, toward the glorious and exciting Midway. In the distance, you can see the great wheel slowly spinning. Another road leads east, towards the golden-dome of the Illinois building. To the north, you can see what looks like a Spanish mission, and numerous smaller buildings after that. Southward lies the Women's Building, then Horticulture, and so on, all the way back to the Administration Building.
Crossroads, Looking North towards California Building. |
You look at the guests | Further inspection reveals nothing left to liberate from the Ch??teau's unluckiest guests. |
Go west | You are on the pavement outside the Fairhaven General Store, one of the oldest shops still trading in the town. The store is open to the southwest. Beech Avenue runs off to the north, and Oak Street to the east.
A stranger bumps into you, and mutters something rude. |
You wait for a while | Time passes.
The void is definitely taking on a porcelain texture.
I am looking down on a toilet.
I don't feel like myself. In fact, I'm sure my forearms weren't as... dark as that, last time I looked. Or as skinny. |
You check what you're carrying | You are carrying:
a pair of clippers
a starry seeksorrow
a mime's-mouth flower (being worn)
a guide book
a long white dress (being worn) |
You go to the north | The interior of the shed is dimly lighted by sunlight coming in through the single small window set high in the west wall. Water laps gently against the walls, and there's no floor at all, only a dock that juts out to the south from a narrow platform near the door. There's also a narrow catwalk that runs along the west wall, to the southwest from where you're standing. At the end of the catwalk is a large cylindrical mechanism from which a chain runs up toward the roof.
Two boats are tied up here - a small rowboat on the west side of the dock and a much bigger and sleeker power boat on the east side. The far wall of the shed is a large door through which the boats must be meant to pass in and out. At the moment the door is closed.
Lydia is sitting in the rowboat.
"There must be a way to open the door so the boats can go in and out," Lydia says. "Can you figure it out?" |
You look at new World through the lens | Closer inspection shows a mad variety there: native people standing under the trees, as naked and innocent as Adam and Eve; an abundance of unfamiliar fruits and crops growing, half-tended, in the shadow of the primeval trees; precious minerals and clusters of gems lying on the surface of the ground, ready for the taking. |
You turn on the microwave | The microwave hums briefly, and the toy vanishes in a plume of greasy smoke. You can almost hear the microwave chuckle evilly. |
You show the pink card to the scientist | Someone, someone must have made this creature on purpose to attract humans. It is what makes sense. Perhaps because they knew that it would be that much harder to refuse help to a colonist who looked like this... Ignoring your less respectable urges, you hand the pink card over to her.
She holds up a finger as though to say: wait. And reaching into her cleavage, she removes a tiny man, whom she sets down on the desk. It looks alive, after a fashion. You have heard of these things, little living models with almost no intelligence -- but you'd never seen one before.
She gets out some small ration bars and feeds them to the tiny man, who eats ravenously, making faces. "See?" her expression seems to say. "It is just like one of you people."
But of course it isn't: it is like a human who has been a bit modified. He floats a bit over the table, for all that he looks like a little person. |
You eat the angel food | Opening a door's unnecessary when you can eat it, especially a door as light and spongy as this one. Angel's-food cake floats upon your tongue. Each swallow is as effortless as inhaling fresh air. In no time you've devoured the entire slice. |
You go northeast | The double doors are large enough to drive a horse and carriage into, but one of them is missing, leaving an entryway to the north. Or you can return to the front of the Manor to the southwest. |
You stand | You drop lightly to the ground, flexing your fingers. |
You show the root to Cauchy | (first taking the square root)
(putting the correspondence into the set to make room)
Cauchy looks carefully at you for a while, as if reading your thoughts. Finally, he gives a satisfied nod.
Then Cauchy takes the square root and looks at it carefully. Then he closes his eyes and rubs his hands over it. The square root begins to glow. After a while Cauchy opens his eyes again, and the square root stops glowing. "There," he says, handing the square root back to you. "I've improved your square root. It should be able to extract complex numbers now.
"Thank you, once again, on behalf of mathematics," Cauchy says. "The discipline will be stronger if Weierstrass can put calculus on a more solid foundation." He stands up and finishes the last of his wine, placing the glass on the bar before walking out of the pub. The bartender appears out of nowhere once more and whisks the empty glass away before disappearing again. |
You pull the lever | With some effort you pull the lever back. It clicks several times and locks into position. The strobe light above the steel door starts blinking and the steel door itself slides open with a painful sound.
"Your problem," says the dark figure, "is that you can't take things in stride."
The pacing gentleman stops.
"How can certain death be taken in stride?"
The calm gentleman's smile disappears. "There are ways," he says, in a voice like a world without wholesome bread.
The nervous man, jittery as crickets, turns pale.
"Lets review what we know; there is a power source available, he should have a few clues as to how to operate the machine by now so the only question is whether he can adjust the portal settings properly."
"You don't think you left too much do you?" says the nervous figure. "What do you mean?"
"I mean..........," says the nervous man, wondering how he can say this diplomatically. "Did you, maybe, leave some clue as to how he might close the portal and........," he searches frantically for the right words, "free the prisoners?"
"Quiet you fool!" says the other. There's fear in his dangerous tone and this abruptly ends the conversation.
This is Dr. Hugo's laboratory. A machine takes up most of the south side of the room and an open red, steel door is to the west. A red strobe light is above the door, blinking rapidly, and a lever is near it. The rest of the lab is to the north or you can go east through a broken door.
A waste basket is here. |
You go northwest | The tunnel is ankle-deep in brackish water, though raised walkways on either side provide relatively dry footing. The walls are slick, the air damp and foul. The main tunnel runs north and southeast. Numerous smaller pipelines lead in all directions, but all are too small for you to crawl through. Iron rungs embedded in the wall lead up through an access shaft, back to the surface.
Ouch! You drop the match as it burns down to your fingers. |
Go east | This section of the landing was much narrower than the part further north, being no more than a passage between the rooms on either side. The landing ended at a narrow curtained window immediately to the south and continued past the banister to the north, while white panelled doors led off to east and west.
A revolver was lying on the ground, near the top of the stairs.
Obvious exits: North, East, West |
You talk to Constantin | "Get out, father," he growls, "I want to sleep." |
You go to the west | You find a shelf in the closet.
A very sharp knife is lying there, blade upwards. ( on the shelf ) |
You throw pants at the PIG | Pig squeal loud! It jump out of way of pants just in time. Then it give Grunk dirty look. |
You say no | Joe raises his eyebrows. "HuhWhat?"
Joe sits on the couch with Paridy.
"Hey, man, have a seat," Joe says. He motions beside him, on the far side from Paridy. If you sit there, he's between you and her.
But, you could sit in the big chair, which is kitty-corner to the couch, and you'd be sitting almost next to Paridy.
(You could sit on the couch (next to Joe), sit on the big chair (next to Paridy), or ask him about the fire.) |
You ask him about the boathouse | "I hope I git up to see New York sometime," Beauregard says irrelevantly.
Beauregard lazily waves away a curious wasp. |
You wear it | You really oughta take off the glad rags before putting anything else on. |
You take the paperclip | You fish a striped green paper clip out of the tangle. |
You ask Tyrone about the key | Tyrone's eyes crinkle up in a hint of a smile. "They's a nice little motor boat in that shed. Mr. Beauregard, it's his pride and joy. That's why he keeps it locked up pretty tight. Always got the key right there in his baggy old pants pocket, an' he mostly don't loan the boat to nobody for no reason." |
You cut the trees | What do you want to cut the trees with? |
Grape | Ok. |
You go north | It's a boring old farm. No humans seem to be around. The highway to Chipawgo is to the south.
You can see a barn (in which is a horse) and cows here. |
You go to the west | (first opening the House door)
This front path is paved with cracked flagstones. Primrose Lane is to the west, a three-family building is to the east, and the building's side yard is to the northeast.
The Reserve Bank Spacescraper is visible in the distance, rising over the low skyline.
You can go northeast to Side Yard, east through the House door to Front Lobby, and west to South Primrose Lane from here.
There is a Public Surveillance Notice here.
The automatic door slides closed. |
Go up | (first removing the straps)
You get off the bench.
Duggers shifts his weight forward, ready to spring into action.
Chub says, "Five, four, three..." |
You shoot mushroom | Charlene's singing now. She's found her sweetest rhythm, and you follow along with it. You hear the thunder, the singsong chirping, the freight train whistle doing its doppler effect, doubled, tripled. All the bugs are back. More than ever. You and Charlene are ready. You clear your sightlines, blowing away dozens of mushrooms.
A tick whizzes by you to your left, just missing you. You hear it hiss its hatred. |
You take the water | (the bucket)
You already have that. |
Arr | FC: Full report from IRIS
IRIS: Internal map reference -- Transit Monitors
I am in the Transit Monitors.
All around I can see monitors which show the status of the Transit Systems on the surface of the planet. The monitors describe the following situation:
FLOATERS AIRBORNE: 125000
TAXIS IN USE: 65000
GLIDE RAMP SPEEDS: 30 mph
FLOATER CRASH RATE: 00
TAXI ACCIDENT RATE: 00
GLIDE RAMP CASUALTIES: 00
Through the monitors I can see Waldo, Sensa, Auda, Poet and Whiz in the Transit Control Area.
IRIS: I am holding nothing in my dainty extensions.
FC: Full report from WALDO
WALDO: Internal map reference -- Transit Control Area
I am in a tiny room. Sonar can detect three bumps on a panel before me. In the room with me are Sensa, Auda, Poet and Whiz.
WALDO: I am grasping...
A rough device
A usable extension (being worn)
A sixteen-inch cable
A hollow container
The hollow container contains...
A pebbled object
A wavy object
A bumpy object
A smooth object
FC: Full report from SENSA
SENSA: Internal map reference -- Transit Control Area
I am in a room which has three switching devices. These devices connect directly to the surface.
In the room with me are Waldo, Auda, Poet and Whiz.
Waldo is carrying a scanning device, a micro extension, a sixteen-inch cable, and a small container.
SENSA: I cannot sense a thing in my grasping extensions.
FC: Full report from AUDA
AUDA: Internal map reference -- Transit Control Area
I am in the Transit Control Area.
In the room with me are Waldo, Sensa, Poet and Whiz.
Waldo is carrying a tinging object.
AUDA: I can't hear a thing in my extension.
Auditory circuits inactive.
FC: Full report from POET
POET: Internal map reference -- Transit Control Area
Hacks and Hackies, drivers all.
Control the flow and nothing falls
Except for those up in the air
But all in all, what's best is fair.
They roam around in tough young gangs
and corner those with metal fangs
They zip along and throw you free
Like Broncos on the wild prairie.
In the room with me are Waldo, Sensa, Auda and Whiz.
Waldo is carrying a brain uno, a grasper, a sixteen-inch cable, and a basket of goodies for Grandma.
POET: As far as I know, I'm Zen on inventory.
POET: Sensory pads detect no abnormal flow.
FC: Full report from WHIZ
WHIZ: Internal map reference -- Transit Control Area
CLC indicates there are switching devices for all surface transportation in this room.
In the room with me are Waldo, Sensa, Auda and Poet.
Waldo is carrying a CX1 chip, a MH1, a sixteen-inch cable, and a BA1. WHIZ: CLC feedback indicates I carry nothing.
Unable to process queries at this time. |
Look around | You remember stories your grandfather would tell you about Dalton Harbor back in his day - the shrimp industry supported the town and boats could be seen leaving early in the morning with seagulls circling closely overhead as their nets were drawn up. Now, however, one would uses the term harbor loosely when viewing this small dock. Today's harbor is nothing more than a couple of rotted wooden poles being used to tie old shrimp boats against. The shrimp boats hardly look seaworthy with their hulls scraped and their nets faded and tattered. A small A-shaped sign offers tourist bargains. |
You look at the insignia | The insignia reads "UR-SECUR". |
You check your inventory | a key pocket (open but empty)
a book pocket (open)
a postcard of Big Ben
the diary of Phyllis Cragne
The Modern Girl's Divination Handbook -- Volume Three
a side pocket (open but empty)
a trash pocket (open but empty)
a backpack features guide
a book list
a library card
Peter's jacket
a faint chill (haunting you)
a cast iron spire
a waterproof flashlight
a giant milkweed leaf (being worn as a mask)
a pull-string doll
a glass jar containing an insect
a half-full styrofoam coffee cup
a familiar gold wristwatch
a brass winding key
You are carrying:
a fungal powder
a moldy, waterlogged journal
a small, rectangular battery
an antique locket (being worn and closed)
The Dollmaker's Journal
a repaired page
a trolley schedule
a trolley pass (being worn)
Twin Hearts Between the Planes
a pamphlet of home listings
a Jansport backpack (being worn and open)
a hidden pocket (open but empty)
a key pocket (open but empty)
a book pocket (open)
a postcard of Big Ben
the diary of Phyllis Cragne
The Modern Girl's Divination Handbook -- Volume Three
a side pocket (open but empty)
a trash pocket (open but empty)
a backpack features guide
a book list
a library card
Peter's jacket
a faint chill (haunting you)
a cast iron spire
a waterproof flashlight
a giant milkweed leaf (being worn as a mask)
a pull-string doll
a glass jar containing an insect
a half-full styrofoam coffee cup
a familiar gold wristwatch
a brass winding key |
You sit | Feeling the need to gather your wits (such as they are) about you, you sit back down for a moment to collect your thoughts. After mulling over your situation and coming up with a blank, you get back up. The seat bottom again retracts. |
You close the door | You close the white door. |
Go upwards | The sea stretches out in all directions. There is no land in sight.
You can worry about that later, though. Fore is the mainmast, aft is the captain's quarters, upstairs is the quarterdeck, and downstairs is the lower deck.
A silk handkerchief hangs from the aft bulkhead.
The captain darts ahead to take stock of the situation. |
Assail SPIRIT | By Huron's all-conquering bowels, your BLACK HOLE METAL AXE lands home! You scored 12 points of damage!
The SPECTERAL SPIRIT wails and moans and locks its eyes to yours, silently begging to be released from its eternal torment! |
You look at Semenov | Comrade Semenov is a diligent worker, his life devoted to science. He is currently fiddling intently with the circuit board of his latest creation, his eyes hidden behind his impenetrably thick glasses. |
You open the drawer | She opens the drawer, revealing an iphone box.
The guards will be here soon. |
Examine fly | Reflecting luminous colors, it is dead and rather large, about the size of a cracker.
You hear a muffled "ccrroOOAAAaakk" off to the east. |
You untie the rope | You untie the rope and take it with you. |
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