prompt
stringlengths 1
124
| response
stringlengths 1
5.19k
|
---|---|
You take the ring | That seems to be a part of Bernardo de Diaz. |
You cut the line | [What do you want to cut the line with?] |
You look up William in the records | (in the archives)
William Verlac: born June 22, 1954. |
Go east | There appear to be only woods in that direction, with no path among
the trees. The AT continues to the southwest, or you can visit the
fire tower by heading north. |
You examine door | This isn't a traditional door, with knob and hinges and such, but its outline in the wall makes its function plain. It is currently closed, and pink light seeps around its edges. |
You ask Luisa about the tears | "You're just a chatterbox, ain't you? Why don't you go away an' bother somebody else, eh?" |
You break it | You smash the box against the ground, bursting open its case. She watches bemused as you rip out its wires, and then stamp the remains of the thing underfoot.
"No! No!" she cries, "What have you done? You've ruined everything! You - you of all people - you have betrayed me!"
With a demented shriek, she runs off into the night, leaving you momentarily dazed and alone, until you collect yourself and hurry off after her.
The junction where the High Street crosses Mandlebury Road is generally reckoned to be the central point of the city. From here the High Street runs north up past your office and south towards Preston Bridge and the ring road, while Mandlebury Road runs east towards the police station and west towards the river. Most of the buildings on the junction are closed up, but the supermarket on the northeast corner is partly lit, and lights are blazing from Morgans Bank to the southwest.
The night is just turning to dawn and you hear the sound of distant birdsong. Soon the city will be bustling with life once more; the bomb disposal people are already at work and it should be safe for people to start returning this afternoon. You have saved the city.
You couldn't save her. You caught up with her just in time to see her throw herself into the river. You tried looking for her; you jumped in where you thought you'd seen her go under, and swam around for as long as you could, but you never found her, so eventually you gave up.
Perhaps it's better that way, for now at last she is at peace.
And you? You feel quite strange, as if you'd suddenly woken up on an alien world that was both like and unlike home. Your idol has been shattered: she was not what you thought; for all her brilliance and beauty, she was not worthy of the pedestal you put her on. But then, perhaps no human being should be worshipped. In any case, now she's gone you can at last move on. It's time to start living your life without her. You look around you and decide that from now on your life is probably best lived elsewhere - this city holds too many memories for you. But before you go you know there is one last task you must perform.
You must put some fresh flowers on Kate's grave. |
Go south | Slowly you crawl southwards along the length of the train...
Car 2, underside
From here, you can make out the complex speed regulators, air brakes, and other mechanisms you take for granted whenever you travel by rail. You can crawl south or north along the length of the car. |
You fold a into the d. | (slot a into tab d)
You see the passage back to the inner area shake. This worries you.
Perhaps the leaflet is more powerful than you thought. |
You examine the ceiling | The ceiling is a solid sheet of acoustical insulation. Light comes from glowing discs, deeply inset behind wire grilles. A band of scan-web runs along the ceiling in front of the doorway. |
You ask Emma about locket | "That thing was in the house when we moved in, and we've never been able to track down the owners. Well. I suppose we're duty-bound to hold on to it until its true owner shows up." |
You go to the north | A solemn room intended for family gatherings. A window on the
southwest wall overlooks the patio. There are exits to the northeast (the foyer), east (the dining room) and south (the kitchen).
You can see a piano (on which is a pile of sheet music) here.
You can't see very well without your glasses… |
You wear the suit | You put on the suit. |
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. |
Awe | Restored.
Inside the Barn, standing on the wooden crate
You're inside an old barn, dimly lit by several windows near the
roof line and the window that you squeezed through. The barn appears as if it houses a boat in the winter, judging by a boat trailer near the rear of the barn. Most of the room is occupied by various items, mostly worthless.
Two large doors, which are closed, are to the south. You're currently standing on a large wooden crate, which is under the barn window.
You see a gas container and a funnel here. The gas container seems
to contain some gas. |
Go north | You're standing in a vast, mystical cavern. Stalactites shimmer in
the pale green lamplight, and brightly-colored beds of moss catch your eye. Pale glowing mists swirl at your feet. Shadows seem to leap from dark crevices in the corner, and breezes, some cold, some hot, nip at your cheeks. Magic seems to flow from the very rocks, tingling your toes.
Tunnels run north and south, and a narrow crawl climbs up to the
east. At the west end of the cavern is a freshly whitewashed gazebo.
You see a black stone, a small leather pouch, a cookbook, a shiny knife, a pillow, a single brick, and a dragon's egg here. |
You examine the stairs | They are carved into one of the cave walls. |
Dig | You dig for a few minutes, and seem to be making good progress when suddenly the handle of the shovel snaps off: apparently all that time underwater weakened it after all. Luckily, you no longer need it -- you've done enough digging that you're able to grab the wooden object and pull it loose. It's a treasure chest! A tiny one. What's more, it doesn't seem to be locked! |
Inventory | You are carrying:
a mask
an electric foil
a glove
a jacket (being worn and closed)
a body cord
a lam? (being worn)
a chest protector (being worn)
a plastron (being worn) |
You check your inventory | You are carrying:
an empty pewter mug
an empty glass bottle
a piece of paper
an old bolt
a diary
a glow-jar (providing light)
your car keys (disgusting)
a Son of Toil bar
a Twinkie
a musket barrel
your guitar
an alligator stetson (being worn)
your panga
Treasure Huntery Lesson 1
Curb writhes about on his back, kicking his hind legs. |
You talk to the twin | "So, you got an Imago Republic visa, won the respect of the amalgs, saw the inside of Hardshell, met a molonk, entered the Orphanage, visited a world of cats, commanded a crew of four, caught a bounty... but we still need to catch an alien sea creature, get a badass implant, win an orbital race, catch all the bounties..." |
Assail darth | A skillful attack if you do say so yourself! You scored 8 points
of damage!
With a happy snarl, VON DARTH leaps to the attack! You have
suffered 9 hits of damage! |
You examine the white | It looks like a corner of something is stuck between the wooden floor and one side of the musical box, behind the ballerina.
Something seems off about the musical box, like it was put together all wrong.
Suddenly the cat arrives from the Subterranean Corridor, licking her maw. She looks at you innocently.
Quiet, tingling music accompanies the ballerina on her rounds inside the musical box. |
You examine the pillows | Even goose down would make a sorry bed for any head accustomed to resting upon these pillows. They're unparalleled. |
Up | You try to climb further up, but you can't find any more suitable finger and toe holds.
Anton looks up, arms folded and nodding approvingly like he's your supervisor or something. |
You look in it | READY>The cryo unit contains a heavy helium sphere.
CRYOCHAMBER -> MANIFEST : TRUE |
You examine the north wall | There are just more machines that way. |
You look at andouillettes | Veal cased in tripe. Tasty food. The servants used to eat them with fried onions -- a good, hearty smell that leaked out of the kitchen while you played outside, until you went inside, and sometimes they would let you eat at the kitchen table rather than with the Family. |
Continue | You seem to have exhausted this line of questioning for now. It’s clear, if a little surprising, that Father Andrew approves of the so-called smuggling, and that he has little respect for the Duke’s attempts to suppress it. In the priest’s view, the “smugglers”
are
simply alleviating the material hardship of the islanders’ lives. Father Andrew may well know who the smugglers are, but if so he’s not saying. |
You get the magazine | "Hey, you fuckin' mind?" snaps the orderly, snatching it away from you. |
You go south | You're climbing the side of the volcano. There's not much here but volcanic rock. You can head further up to the north, or go down into the forest to the south.
A parrot squawks as it flies overhead. Beautiful plumage. |
You check what you're carrying | You are carrying:
2 pieces of soul (of 7) |
You ask Chuck about Chuck | The orderly leers at you. "I get off later this evening, if you want to get to know me better." |
Go downward | You light the way forward, downward, with the burning fire of your hands as you descend.
Down here, everything is dark and heavy, like liquid night. A huge stone wall, the side of the great cliff, stretches south from where you float.
The weathered black book glowers from where it sits. |
Assail godzilla | You lunge deep, and strike! You scored 45 points of damage!
"Owie!"
There is a FLASH OF DEATH from the SLAVER KING'S bright PHASIC BLADE, and then another! You have suffered 69 hits of damage! |
You go southwest | The lakeshore here becomes a stretch of white sand, glaring in the
fall sunshine. Further south, the land becomes rocky and too difficult to travel; a bit further on, the tip of the awesome Dawg Rock is visible. [6] You can hear the thunderous crash of water to the south as the lake empties through the Rock. The lake stretches before you to the west. The only way to go appears to be back along the shore to the northeast.
You see a rowboat here. |
You examine table | It's a long wooden table, probably used by market traders selling their produce. |
You examine the card | "To a beautiful young woman." It's in the theatre manager's handwriting! There is, however, no signiature.
You hear sobbing from behind the dressing room door. |
Corpax | It's the most exhausting spell you've ever cast, leaving you almost
too wrung out to notice the pleasant rising tunnel now leading
smoothly up from the walls. |
You examine the portraits | These are portraits of Dr. Hugo's dearly departed kin. Each of them share some version of a pointed chin and small, razor sharp nose. The hair is thin and in most cases slicked back. The eyes of each portrait burn thin holes through your clothing and into your soul. Each seems to watch you, eager to spring from the canvas and do murder in their preferred way. Dr Hugo himself is not represented here. |
You link the dancers to the letter | Bending your will, you form the link between the mechanical human dancers and the old letter. |
Go southwest | (first closing the freezer)
The heart of the Project, in the form of complex electrical devices linked together by a maze of coaxial cable, packs this small underground laboratory to capacity. Exits lead off in nearly every compass direction, and a set of disused cement steps descends into darkness.
The Sphere looms in one corner, between the VR suit and a large glass tank.
Justy works at the lab terminal, oblivious to all else.
You can also see a painting by H.R. Giger, a cold slice of pizza and a lab bench (on which are the Project's technical manual, a computer workstation and an ergonomic mouse) here. |
Right | Your right arm is injured. |
You buy the spines | You buy the collector spines for 25k credits, leaving you with 16k credits. |
Inventory | You are carrying:
a boomerang (providing light)
a shard of pottery (providing light)
a small wickerwork hamper (which is open)
some provisions - a joint of cured ham and an apple
four arrows
a drum (which is empty)
a bow
the "destruction order"
Experimental Spell Book #5
your Ambassador's trunk (which is open)
a hand telescope
your formal credentials
a brass lantern (providing light)
The Guide For Travellers To The Lower Northlands and Surrounding
Provinces
four ancient treasures:
a golden fir-cone
a platinum egg
a jewelled scarab
a jade figurine
some provisions - a hunk of cheese and a clove of garlic |
You take all the blocks | snake block: Taken.
many-legs block: Taken.
tree block: Taken.
gear block: Taken.
FULL POWER
CONTAINMENT PROCESS INITIATED, INSERT KEY SEQUENCE |
Go north | The access door is securely locked and can't be opened from this side. You wonder if there's any way to make it harder to open from the other side. |
2 | You say, "Practicing the Lambada."
Melvin says, "Mmm. The Forbidden Dance. Appropriate, considering this is the second time today, Peter, that you've been playing around with private company property, against the rules."
Peter says, "Geez, Melvin. What's gotten into you? Suddenly you've grown a pair."
Melvin ignores Peter and kicks some of the papers with his toe. "Why don't you two put things back where you found them, and I won't have to report this?"
What would you like to say? [0 to cancel]
1: Okay. Sorry. |
You go north | Inside the Trailer
When Limbs Fall Off
The Pines and the Old Yellow Dog
> The Pack of Wild Dogs
The Nun
The Schoolchildren
Cars
Flashbacks
The Diner
What do I do with these items?
Am I stuck? |
You think | You're concerned about that big cylinder you found in the back of the lorry. You suspect it requires further investigation.
She wants you to help her find a small flat metal key she says she's lost - it seems to be important. She thinks she may have dropped it out running, which could either be in Mandlebury Park (if she meant her lunch-time jog) or at the Sports Ground (if she was doing serious training). It's also possible she left the key somewhere on the University Campus. |
You ask Waldo, to go west | FC: Cryolink already established to Waldo.
Internal map reference -- Main Supply Room
Moving about here is difficult due to the debris scattered about but I can detect a medium-sized object distinct from the jumble. Sonar detects two small depressions beside a raised spot in the object. The first depression is empty, but a bubbly device sits in the second depression. |
Edu | You plot what to take care of next. Hmm... "Visit online univ. HQ at 445" is as good as any.
Threediopolis, Sector 445
Threediopolis, Sector 345
Threediopolis, Sector 445
You can see some big glass doors here. |
You search it | In the mirror you see reflected some handcuffs, a cot, Marie and a window. Around the edges you can make out other indications of Prison Room.
Marie sits down against the wall, with a disgusted expression. |
You look at the radiator | The radiator runs on gas, not electricity, which is why it's even working at all. It's quiet and it keeps the room cozy, which is all you really need it to do, so everything seems to be in order there. |
You examine girl | Golden Girl is encased in pure gold, from her golden wolf helmet to her golden wolf boots. Her wolf armor is heavy, and not very functional, but her super-strength and power of flight make up for it.
Also, Golden Girl is in wolf form. |
You look at the watch | Your wristwatch says it's 3:44:00 pm. |
You color drifter blue | You don't feel comfortable risking manipulating him while others are around.
The Mercy once again sings to the Drifter, attempting to force a connection. To your surprise, the Mercy has an effect. The Drifter momentarily colors and connects, and swirls into a pattern other than the blank static. You didn't think that Blind Ones could be capable of connecting on such a level. "Oh God, your eyes are moving, you're awake. Just wait right there, I... I'm going to go get the medic. And the captain. They'll know what to do." Mercy self-consumes in revolted orange and immolating red panic as she muscle-tendon-bone moves. You feel her aura leave and return with others. |
You ask Chuck about the key | Which do you mean, the keys, the small copper key or the large cell key? |
You ask Phelps about the Aunt | "This useta all be prime farm land, once," Beauregard says, waving his arm. "We grew us a fine crop o' leaf. Was you sayin' somethin'?"
Beauregard beams at you in a slimy, sweaty way. |
You pull right | Nothing seems to happen. You release the lever, and a spring returns it to the upright position.
A lightning bolt rips through the sky nearby to the east. |
Go downward | You descend the ladder.
Backyard, Near Barn
You've made your way to the rear of the backyard. Directly north,
a large barn stands before you and to the northwest, a path leads through some brush toward the water. The backyard is south. Leaning up against the barn is a ladder.
You see a window screen, a can of coke, a note, and a beer here. |
Go southeast | The field, on the farm
This section of the farm has a fenced off field, which is full of carrot plants. There is no access to the field, but there is a mechanical dog inside in the northeast corner. The metal on the dog is no longer shiny, and is in fact a little rusty. Next to the southwest corner is a machine with a funnel on top and a control panel on its side. A pipe leads from the machine to the southern wall. There is an open door in the wall as well. A path leads from the southeast to the northwest. A hill can be climbed to the southwest. |
Exits | The only exit is out. |
1 | A peep reveals a Horatio who looks as tired and disheveled as you are.
1) "Horatio?"
2) "What is it?"
3) <Open the door.> |
You open locket | You open the locket, revealing a tiny snapshot of a woman's face. |
See | "I could see Reverend Weed in the Lounge and Professor
Puce in the Study".
(Where were you?) |
1 | "Noctis isn't the answer, Justinian."
Lightning flashes once more, illuminating the two of you. The clouds beyond the glass broil and rage and whimper.
beyond the glass broil and rage and whimper."I wish it was so easy," you say. "If only it were so easy -- that we could stand in this tower, and snap our fingers, and it would fix everything. But life isn't like that. Death isn't like that. Death is like a fire, taking and taking and taking, until there's nothing left to take.
and taking and taking, until there's nothing left to take."You've seen it, haven't you? You've seen how death tears people apart. It leaves scars that our eyes can't see -- in our city, in our souls, in the world. It never creates something without taking something away.
world. It never creates something without taking something away."I gave up everything to stop you, Justinian. What did you give up? What did you sacrifice to get to where you are now?"
did you sacrifice to get to where you are now?"He looks out the window. His eyes are hard, his jaw set. Doctor Serpens's blood oozes down the front of his coat, slowly, in long dark fingers.
down the front of his coat, slowly, in long dark fingers."It will all be worth it," he says.
be worth it," he says."Will it, Justinian? Will it?" You circle around and grab his shoulders, making him face you. "How many lives have you destroyed? How many people have you put in the ground? Justinian, you took everyone who I cared about away from me. I died and came
back because you couldn't stop your own people from killing. Do you really want to bet on a biological weapon? Are you willing to stake the Channelworks District on that bet?"
the Channelworks District on that bet?"Justinian pushes you away with sudden force.
sudden force."You think I don't know that?" he says. "You think I don't regret what I've done?
don't regret what I've done?"Everything has a cost, Marid, and the cost is highest when we are trying to change the world. But it will be worth it. Pharmacos knew this. The Philosophers knew this. I can create a better world -- I know I can -- and I have weighed
the consequences --"
1) "No, Justinian. No one can measure the weight of a soul." |
You say fuck | "Right," says the old lady. And she rings for a servant to remove you from the room.
The coordinates you have are incomplete. They only narrow it down to this general area. And, although it's not a big park, the thing you're looking for is very small. Probably.
Between the train tracks and the softball field there's barely any room for a trail, and the bike rack here is almost lost in the overgrowth. Presumably somebody will come by at some point and prune the bushes, but today you're the only one around.
The trail leads south from here.
You finish locking up your bike and shove the key in your pocket. |
You turn on the projector | The projector crackles to life, the reels beginning to whirr and spin. On the wall opposite the door, silently, a white square of projected light appears.
The white square is split and slashed by the visual crackle of fleeting imperfections and the number three flashes up, surrounded by a dark circle. Then this disappears and is replaced by the number two. Then the number one. The countdown stops, and the screen shows only pure white light.
The film ends, to be replaced with crackles and dashes of visual noise. There is a clatter from the projector, and then a high speed whirring as it rewinds itself to the beginning. With a click, the white square disappears as the projector switches off. |
You look at the pocket | The pocket of the robe is quite tattered, and hanging by just a few threads. In the pocket you see a brass lamp (providing light), a bronze ring (being worn), a thin wand, a pair of erasers, a sword, a shiny knife, a black stone, a wine bottle, and a jade figurine. Something you ate is really not agreeing with you. In fact, you appear to be dying - |
You kick the head | The head's eyes widen as you draw your foot back. "Terry, no, please, oh God you can't--" His cries are cut short as your foot slams into him. With the sound of eggshells cracking, the head fragments into countless pieces which are quickly lost in the mud. |
You examine balustrade | Before our gardener reclaimed the yard, here's where this castle's pretender would stand to greet supplicants gathered underneath. Few now brave pilgrimage. |
3 | "I have a crime to report!"
"Oh man!" Blonde Cop smiles. "Really? Lay it on me. Lay it on us."
[1] "Stopped any good crimes lately?"
[2] "Do you guys know Paco?"
[3] "I have a crime to report!"
[4] "There's some graffiti painted on the utility pole in the alley." [5] "I think there's a car parked illegally outside."
[6] "I should probably get going."
[7] Point your gun at them. |
Go south | With all the doors that lead out of this area, and the heavy pillars that support the roofbeams, there is little room for anything to be stored at all. The absence of racks has not prevented a heavy layer of dust from gathering here too, however.
An open green door leads north.
A closed red door leads west.
A closed peacock door leads east.
An open green door leads south. |
You examine flask | (the flask of Kahrz)
This black potion is known as Kahrz according to the notes. It is a substance taken from one of the native animals on this planet. |
You fly | What do you want to fly? |
You examine the sink | Literally the cleanest sink you have ever seen, the polished steel of the basin gleams like a mirror. A long faucet curves in a neat arc over the sink and its long handles flank the faucet like wings. |
Go north | A high counter divides the public portion of the library from the reserved stacks -- all the more esoteric and mysterious volumes from the university's collection. If anything, the area behind the counter is even more shadowy than the side you're on. The main reading area lies south.
Hanging on the wall next to the counter is a small, printed sign. Beneath the sign sits a heavy, dog-eared register, and sitting next to the register is a bell. |
You wear the moustache | You affix the moustache firmly to your upper lip, rendering you indistinguishable from the distinguished Dr. Cornelius Drake. |
You say homedepot to Horse | No-one pays any attention to you. |
You examine the outfit | You're wearing a maroon leather top and pants. A nice gift from Bastovaan, the old beast tamer. |
Inventory | You are wearing your natron jacket, your clothes, and an animus pendant (containing the spirit of your father). On your person are a note with Zoiro's address, today's copy of the Libri Liberi,
your practitioner's badge, your scalpel, your purse, and an antiseptic cloth. |
You look at the bars | The fence is about chest-high and topped with nasty iron spikes. Weeds and ground vines wind up through the bars, most of which are bent and some of which are missing altogether.
A flurry of dead leaves goes skittering along the ground, swirling past you in the wind. |
You enter the drawer | You fold yourself awkwardly into the cramped metal box, noticing, as you do so, a small gray button mounted on the inside.
Faintly, on the other side of the wall, you can hear a phone ringing. |
Go north | You can go only east, west or southwest. |
1 | ["So...pretty good poem, right?"]
Traudl shakes her head. "I'm sorry, little bird. There is poetry in your soul, I know it--but you're still not letting it out. Still, you do show promise. And at least you're not trying to rhyme.
Maybe we should try this again."
1) "Let's write some poetry!"
2) "I need to leave, uh, daddy-o." |
You examine the west door | It is the kind of door you could hack away at for hours with an axe without making a dent. The crack under the door is dark. Either no one is using the room, or they have gone to sleep. |
You wait | Time passes.
A bubble lies slightly to the north and far to the east.
Another bubble lies far to the east.
Another bubble lies slightly to the north and to the east.
A pale green phosphorescent rain of tears fills the air. The energy is building in you to almost unbearable levels. It is almost time. |
You go south | You are in a wide cavern on the north shore of a small lake. Some polished stone steps lead to the southeast and a sheer rock face prevents any movement around the lake to the southwest. The cavern is dimly lit from above. |
You open lighter | You snap the lighter open and flick the striking wheel. The flint sparks and the wick instantly bursts into flame.
You see a long wooden workbench against the left wall. The top of the bench is littered with broken tools, old car parts, and assorted unidentifiable junk. The only thing you recognize is the electric grinder bolted to the bench's far end. A crooked row of rusty nails march along the right wall, probably driven there long ago to hang tools on. Stacked against the back wall is what looks to be a pile of salesman's sample cases. The whole place has a musty, abandoned air about it.
There's a single-bulb light fixture mounted over the workbench. The light bulb is unlit.
Now that the door is closed you can see a fuse box mounted to the wall in the space normally concealed by the open door. |
You examine the scroll | It's a fragile scroll. It is too dark to read what is on it. |
You open the cabinet | The cabinet has no seams or handles; there is no obvious way to open it.
With a deafening Boom! the temporal reactor finally goes
critical and explodes.
You look around, surprised that you are not dead. Not even hurt, as far as you can tell. In fact, you seem to still be in the laboratory, which looks much as it did when you first transported here.
Möbius Laboratory
The walls and most of the equipment are charred and twisted, including the communications array and a personal transporter. A utility table is still bolted to one wall, next to a small cabinet labeled "For Emergency Use Only".
The central feature is a large cylindrical machine, with the words "Temporal Reactor" stenciled on the front. A closed control panel protrudes from the wall next to the reactor.
The head scientist and her assistant are lying on the floor near the reactor, severely burned and unconscious. They will certainly die without immediate medical help.
One thing is different: Another marine is standing here, looking around. |
Go north | A large, bright, sunny room, which you still regard with affection.
In your absence it has turned into a general sitting room. Gone is the table where you used to study -- it took you a long time to learn to read as well as Marie, but you did not care to be left behind by someone two years younger than yourself; also the wardrobe, which astonished when you found that it was to contain nothing but clothes for you.
On the windowsill is a vase (in which are some dead roses). |
Time | The time is 13:27 |
You search bottles | There are dozens of bottles here. You glance over the rows, but nothing jumps out at you as immediately odd. |
You look | 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.
An improvised ladder of sticks, lashed together with vines and
creepers, spans the abyss up to the ledge.
A tree-house has been constructed here, though it's little more than a
wooden lean-to on a log platform. |
You examine the cup | A cup, glossed in white and decorated with the crest of the family, just as though it belonged to the family china pattern.
In the cup is some mead.
In your hunger, you dream of onion soup. |
Go south | Your second favorite attraction at the theme park. It really feels like home, here. You can leave to the north, east, and
south.
There is a large sign here with the symbol of Winter inscribed on it.
Winter has struck the corn maze, leaving the stalks crushed and flattened by the heavy ice. You have a direct line of sight to the Wolf Moon to the south.
You can see a filled fountain pen, a weathered notebook, a green potion and a purple potion here. |
You take the balls | You tug on the velcro jangly balls and you tug some more and they come off of Jemison with a rrrrrrrip sound and Jemison looks at you with sad sad eyes and then stares at the velcro balls[30]. |
You think | What a good idea. |
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.