prompt
stringlengths
1
124
response
stringlengths
1
5.19k
You tie the twine to the statue
You slip a loop of twine around an outcropping on the statue and cinch it tight.
You check what you're carrying
You are a Level 2 adventurer. You're equipped with a decent sword and sturdy leather armor. You're also wearing a fine tabard. You have found a wooden key. You have an amulet of magic arrows. You have 27 crowns. Loot collected: wooden statuette (4 crowns) small pearl (5 crowns) tiny ruby (3 crowns) pouch of bronze coins (1 crown) Total value: 13 crowns
Clubhouse
Clubhouse... Is this okay? (Type 'yes' or 'no'.)
Kiss siren
The Siren isn't the type to get all sexy on you unprovoked, but since you decided to initiate things, the Siren goes ahead and rocks your world.
You put the nut in rucksack
She drops the purple nut with thorns into the leather rucksack.
You ask Evan about Floyd
"Ah, 'floyd', now that's an interesting word," says Evan. "Let me tell you about its etymology..."
Roll log south
You roll the log in front of you, carefull to avoid the gathering swarm of insects. A shadowy, east-west path snakes through a tangle of gnarled oaks and elms. Somewhere in this ancient forest, your Rival makes his home. You can't help hunching your shoulders, and bracing for a sudden attack.
You buy drink
"Forget it, dustball. After that trouble you caused in here last night--winding up with wasting some guy on the street outside my place?--you ain't getting another drink in here."
Go northwest
Nagi heads for the treeline to the southwest, and you realize that you probably should have followed her. Instead, headed up the trail toward the forest, and you're quickly apprehended by a group of poachers. This time you're thoroughly tied up before being thrown back in your cage, and escape proves impossible.
You ask Cedric about the briefcase
Cedric Crane doesn't seem to have much to say about the leather briefcase. There is a short burst of music from the west. Cedric Crane says, "We left Mr Sheppard's wireless on. Since it was part of the crime scene, we didn't want to disturb it." "You'd best take the Inspector to the body," says Deborah to Cedric, "since you were the one who found him, after all." Cedric does not look too happy at this, but turns towards the southeastern exit.
Go outside
(first opening the hatch door) The furnishings in the bedroom are about what you'd expect - a rumpled bed whose sour odor permeates the room and a dresser with a scatter of stuff on top. There's a wide archway to the east and an imposing-looking door in the north wall. The square hatch by which you first entered the room is set into the east wall at the northeast corner.
You examine the coat stand
An antique wooden coat-stand.
Swing early to the the opposite field
You offer at the pitch, but it's got late movement. You get a piece of it, fouling it off. O'Day pumps his fist to indicate a strike. Pfiester gets the ball back as the din of the crowd grows ever louder.
You take the blanket
Taken.
You sit in the chair
As you sit in the acceleration chair, a variety of webs and restraints affix you to the chair.
You get stiffy
(putting the variegated mimesis plant into the rucksack to make room) Taken. It looks as if the Kunkel is about to succeed in plugging in the goggles.
P.
Known Merchants: -Matej (Surface of Cygnet) Odd Jobs: -Delivering packages for Viktoria, orbiting Pearl -Hauling pods for Devrim on Cygnet -Autark Orbital Race run by Silver -Turn bounties in to Marshal Zila-S, orbiting Venter Other Opportunities: -homeless veteran, selling a classified intelligence report (Surface of Storm) -Tomer, selling a decompressionist statue (Surface of Nereus) Potential Buyers: pressure chief (Surface of Jarland), coastal nomads (Surface of Khamsin), nervous woman (Surface of Nereus) Cargo: an autodoc unit and an unauthorised specimen
You look at brass
It looks just like the other, aside from the hilt.
You look at the desk
A fine wooden desk, carved out of solid wood, no doubt by an oppressed worker. Luckily his work was turned to good use when the Committee liberated this desk from the basement of a nearby office building where it was wasting away as an example of capitalist decadence. The desk has a single large drawer. The drawer is closed.
You examine the archway
Outlined in white stone and decorated with a geometric pattern.
You turn the crank
It takes a good deal of effort to get the crank to turn, but once you have begun, you are able to keep it moving. The bird's wings unfold and flap magnificently, creating a draft in the long hallway, but it fails to get off the ground. One of the wings is missing material over the frame, it seems.
You tell the woman about well
The woman presses her fist against her mouth and looks away. "No," she says softly, "I can't believe that. I can't believe my little boy could be down in that..." She breaks off, unable even to complete the thought.
You examine the smoke
(the smoke grenade) When thrown, this grenade will release thick clouds of smoke. You once used such devices to help the prince escape from a confrontation with the henchmen of the vengeful countess of Poitier; that was long before your relationship soured.
You sit on the lounger
You lay down and try to relax, but too much is to be done. So you get off the lounger soon. Your adventure is waiting. And crack! as you tried to get up again, the lounger broke under your weight.
You look at your surroundings
A lot of the things kept in the hold are just ballast, but there are a few items of interest. Fore from here is the rest of the hold, and stairs lead up to the lower deck. The captain eyes you expectantly. Roughly in the center of the space is an iron strongbox. A crystal ball is rolling around on the floor.
You look at shoes
-- What do you want to examine: Angela's shoes or your scuffed black shoes?
You wait
Time passes...
You continue
You hunt feverishly through the pages of Ex Sanguine Vita, and discover: "The Elements of the Earth, that is, of the Life, are not to be mixed with those of Heaven; they are to remain Apart, in a Vessel called and chosen for themselves. That is their place and portion." The raven caws. "Nevermore!" An icy gust from the window sends the curtains reeling.
You look at the walls
The walls are brownish brick, not recently washed. They stretch at least two stories above you.
You jump to Panopticon
(You launch first.) A pale blue ice giant with faint, dark rings and an insubstantial set of moons. You orbit carefully in the shade of one of the huge solar panels Panopticon uses to leech energy from the intense blue star at the heart of the system. Panopticon itself is a glittering band of linked space habitats of all shapes and sizes. A fuel drone adopts a similar orbit, sending binary offers for a reasonably priced refuel.
You read the sign
The sign proclaims "Thieves be keel-hauled" in uncertain lettering.
You ask her about Meg
“Who is mad Meg?” you ask. “Some say she’s a witch,” she tells you, “but I wouldn’t go that far; she’s a bit odd, that’s all. She lives all by herself out to the north of town.”
You put the UNICORN FUR and the SAPPHIRE WHISKEY and the IVORY RUNESTONE and the refined starmetal and the WIZARD ASH in POT
PUT UNICORN FUR AND SAPPHIRE WHISKEY AND IVORY RUNESTONE AND REFINED STARMETAL AND WIZARD ASH IN POT What do you want to put those things in?
You look under the tables
Under the tables you see a junction box.
You switch emily
She's not something you can switch. SKREE! SKREE! SKREE! Your sister is here, fiercely tossing lightning bolts and fogging the robots. The automatons are piling up, but there seems to be an endless stream of replacements, and Emily can't manage to gain any ground.
You stand on the footprint
I don't know how to stand on the obscured pattern. A few small bubbles escape your lips, glittering in the light as they rise towards the surface. The pressure turns into an itch, which quickly becomes a burning heat.
Go south
Stumbling and squirming among the brambles, you find that you've arrived in.... You're in the midst of a tangled thicket of thorny bramble-bushes. You have to edge sideways to avoid being impaled on the long, sharp, vicious-looking thorns, and it's hardly possible to stand up straight for fear you'll tangle your hair in them. Littering the ground is a scatter of dried twigs, which have been loosely nudged into a shape that resembles the letter V. Narrow, twisting paths lead off in all directions. Your face is itching because of the heat and dust.
You listen
The garden is eerily silent, but you can sense words resonating in the air nonetheless: IA, MALETH, ULNUR, VULLE. Behind the silence, a presence mumbles with vague, idiot persistence. You cannot make it out.
You look around
A formless place, such as you have often seen before; where dreams end and tasks begin. The floor is uneven, cupped like the palm of your master's hand. The walls dull in your sight.
You open the hamper
Thoughtfully, someone has provided you with breakfast. In the small wickerwork hamper are some provisions - an apple, a hunk of cheese and a clove of garlic.
Smoke
What do you want to smoke?
You examine the mist
It has a greasy look to it; it rubs against the window, leaving tracks of moisture.
You pull the lever
You pull the joystick to the left. One block disappears on the status bar. Again, there is the peculiar sight of shifting shadows as the sun moves across the sky. Now the second rock is in the shade from the gazebo.
Inventory
You are carrying: a victim a crime a map a diary entry
You look at the clutter
Among other things, the shelves contain a box of bullets (one dollar), a box of shotgun shells (three dollars), an empty taffy box, a trail kit (one dollar), and a pick-axe (five dollars).
F.
The rat charges and bites your leg. You strike a fierce blow with your sword and kill it! (You lose 4 hit points and defeat the giant rat.) You look around and find a pouch of bronze coins worth 1 crown.
Open contraption
You open the contraption, revealing a cup, inside which is some water.
You go north
The shuttered window at the end of the hall throws a gloomy rectangle of light onto the bare wooden floor. Doorways lead north and south. A rickety wooden ladder stands here, descending from a three-foot by three-foot square of darkness in the ceiling.
You eat the fish
(the dead fish) It smells vile. One of the beavers starts whittling a branch with its serrated tusks. You sense annoyance changing to irritation from the west.
You look around
The trees here are huge: massive columnar towers rising out of the soft green turf to support the dense leaf canopy above. Golden rays angle down between the trees, filling the vast space with dim light, and reflecting off the river that runs down the east side. The air seems permeated with peacefulness. Large green cocoons are attached to the bases of some of the trees.
Go north
You are in a small room which has doors only to the east and south. A large vampire bat, hanging from the ceiling, swoops down at you! There is an exquisite jade figurine here. Fweep! Fweep! Fweep! The bat grabs you by the scruff of your neck and lifts you away.... You are standing at the entrance of what might have been a coal mine. The shaft enters the west wall, and there is another exit on the south end of the room.
You break the controls with the poker
Smashing the dashboard would almost certainly make too much noise. Someone would be bound to hear you. Lydia whispers, "Hurry, hurry! I thought I heard something!"
You put the hook in the hole
(first taking the door in the ceiling) That's hardly portable.
You go west
You thrust, pushing yourself out into a broader orbit. As you are in a broader orbit, you are now drifting away from the station's longitude. [POS: (11, 7, 1) VEL: (1, -1, 0)]
You look at the grille
The cage is cubical, its sides made of reinforced glass. The is a huge red button on the side of it, with wires disappearing into the eastern wall, just beside the grille. There is a food slot on top. In the cage you see the penguin.
You go to the east
Water wells up from below. You are safe here. You can see a basket (empty) here. Looking west, you see the Standing Stones.
You go to Iris
FC: Iris's location: Weather Monitors. Establishing path... I'm on my way. Expect a report on arrival.
You examine the bed
Unrumpled: the service keeps them neat and tidy.
You go to the south
You crouch behind the mass of girls and quickly sneak out of the room when no one is looking. The hallway looks exactly the same to the east. South leads to Room Number 1, inhabited by a girl whom you only vaguely know. North leads to the dining room. West leads to the main room. East is the hallway by your room. A door down the hallway on the odd-numbered side opens, as a girl followed by a man exit their room and head to the front. You step aside to allow them to pass.
You talk to the kids
You mutter a hello, and the two kids look up to you with apprehensive smiles.
You go east
Overlooked by a high window of the Provider's cottage, a trail follows a north-south stream through a grove of aspens. Caught in the branches of an aspen, is a red balloon.
You examine the drawer
You can't see inside, since the drawer is closed. You can hear a fly buzzing around, right around your head.
You look at the coffee
The swirls in your cup form the Mona Lisa. Objects of desire either mean that you are surrounded by great treasures and opportunities or that you need to be more careful with your physical belongings. Possibly both. A faint smell of mildew emanates from it.
You wait
Time passes. The bottle of vacuum bobs upward. It now lies to the south and far to the east. The chest of solid gold sinks lower in the air. It now lies far to the south, far to the west, and below you. The insulated flask of argon gas lies slightly below you. The sealed kettle of liquid toluene lies slightly to the north, slightly to the west, and slightly below you.
You go to the kitchen
You head down to rooted room. You decide that you'll need to get down first. And finally south to the enormous kitchen. Haunted with the spirits of chefs past, generations and generations of culinary geniuses; one can never predict its whimsies. Unless he has moved everything, the bell to summon them into action should be in one of the rooms upstairs.
You ask Auda, to look around
FC: Cryolink established to Auda. AUDA: Internal map reference -- Library Core I am in the Library Core.
You check your inventory
You are carrying: a kumquat a puffy white jacket a silver kiddush cup some fuzzy bunny slippers a yellow paper note a mail packet an empty gift box a handheld computer (in which is a data disk) a grey widget saying SOC 15.45731, POW 20.5972, INT 12.7031 a magnificent ensemble of flowing scarlet robe, chronometer, grey undersuit, shoes, and socks
You wait for the aqua Line
You lean against the pink arch, hold out your pass, and wait for the aqua line. Within moments, a noncorporeal trolley arrives. Instead of stopping and allowing you to board, it passes through you, and you find yourself transported to River Walk (Adam Whybray) A dirt path along the west bank of the Makaskuta - or Blackgourd - River. The air is motionless and sweltry, the urticariate heat drawing sweat profusely from your prickling glands. Just below you, to your side, the river burbles in vainglorious stupor, foaming in bright patches from the surfacants released from the rotting deposits of the red maples and poplars that line its banks. A single black ash, denuded of leaves, its corky bark blighted with the telltale signs of parasitic infection, quietly interrupts the Autumnal foliage of its deciduous cousins. The river's waters slith over rocks as lustrous-gray as seal skin, rending them freshly burnished for the mid-September sun, which casts Her rays in refulgent slats through the rust-honey colored trees. It is though Nature, in celebration of Her own fecundity, has chosen to offer Herself up in Equinoxical sacrifice - the rocks laid out before the blazing altar of the sun. There is a forbidding sign on the bank of the river. The way up to Backwater town square is northwest. Following the path north leads under the bridge. On the Makaskuta river is a buoy. You can also see a freshwater lobster trap (in which is an eggbound crawfish) and a shattered crawfish here. A phantom trolley stop sign reads Aqua Line -- River Walk.
You sit
What do you want to sit on?
You go west
You follow the path westward, back to Eternal Springs. The brackish, oily, unpleasant waters of the swamp stretch south from here. Large trees festooned with slimy green creepers stand in the water. To the west is a shed, to the east a path along the shore. The cabins are to the north.
You look at the winch
It looks like a heavy-duty winch capable of lifting an extremely large load. Next to the winch is a small black box. A corner of the sky glows briefly with a lightning flash. Teeterwaller looks around purposefully.
Look around
Circular Room (JP) You walk into a circular, high-ceilinged room made of roughly-shaped gray stones. This room really looks like a capped well, but its location in the building suggests otherwise.
You ask waiter about the gossip
Mmh... Sorry, but I don't know what to tell you for now. Ashley Wimby walks in, a few meters from you.
You hold the breath
You hold your breath.
You ask John about Mary
Who do you mean, the bride, Mary of Bethany or Mary of Nazareth?
You look at the sandalwood
It is unexceptional, perhaps one handbreadth wide by three long. On its lid is a white paper label. Written upon it in a fine copperplate are the words "JOURNAL V. 4 - JANUARY THROUGH APRIL 1855."
Inventory
You are carrying: A torch (providing light) A painting A nasty knife A sword A brass lantern (providing light)
Go up
The catwalk allows the techs access to the stage lighting hung above the audience ceiling. You bend low to crawl along, trying not to think about the 30 foot drop through the flimsy structure if you should loose your footing. The guy is standing by your side
Inventory
You are carrying: a vellum Scroll a holy symbol (glowing with a sacred light & being worn) a suit of Chain-Mail (being worn) a leather sheath (being worn) a sacred blade a wooden Scroll-Case (being worn & open but empty)
Go north
You can go e, w, or in.
You put the list in the hands
You place the long list in the sentinel's hands.
You put Chocolate in the contraption
(the chocolate leaf in the delicate contraption) You put the chocolate leaf into the delicate contraption.
You put the pillow in the hole
First you take the silk pillow. Taken. If you leave something in there, you're liable to never find it again. You're struggling to keep your head above water. The gorilla skull seems to eye you accusingly as it sinks into the murk.
Type 5
Calibrate to Beta/Cherry.
Go downwards
You can jump down, back to the bathroom, or you can jump to the fat water bowl.
You look at the door
The door stands wide open.
You read the trails
You study the trail for a moment. It says, "Always take the trails in a northerly direction to find the ocean, a southerly direction to find the steppe. If you find yourself in a place where the air smells salty and the only exit is southeast, go se, s, e, n, and nw to find the ocean. If you're in a salty-smelling place and the only exit is southwest, go sw, s, w, n, nw to find the ocean." Yes, you read trails VERY well.
Unlock chimes
(with the small key) You unlock the iron windchimes.
6
The trees are silent and suddenly you feel very silly. *** Run-time problem P10: Since the fairytale trees is not allowed the property "greeting", it is against the rules to try to use it. Something seems to be laughing under its breath -- but there are only trees here.
Yell
This is hardly the time or place to lose your composure. In the near silence, you hear a soft but obnoxious dripping noise coming from the direction of the bathroom.
You go to the southeast
You decide that you'll need to get down first. You get off the stool. Only one kind of rose grows here, a pink only just distinct from white. This strain creeps over the ground and climbs the walls of the cloister. In the middle of the garden a way slopes into the ground, reminding you of the entrance to a burial mound. Strung up by a chain is a set of iron windchimes. You can also see a stool here. Lucrezia, they say, died here. It is only a turning point in the corridor, with a bench.
You look at the ring
Staring at your wedding ring like that tends to make you sentimental.
You tell the man about the cancer
(the young man about that) There is no reply. Suddenly, the top file cabinet is wrenched back and a S.W.A.T. member runs through the top pile of doors. After only glancing at the pile of bodies, he swings his rifle up at you. "What the hell is going on." he demands. Shock and adrenaline pump through you. Your eyes widen and your nostrils flare. You automatically switch to a combative stance and an image of pouncing him and disarming him of that rifle briefly flashes through your mind. Luckily, your companion has better kept his wits about him, and he immediately intervenes: stepping into the line of fire and telling how you saved him from a crazed survivor. He explains that the crazed survivor was the one who killed everyone trying to contain the infection. More S.W.A.T. members pour in and similarly aim their weapons at you. None are aiming at your companion. You're now effectively surrounded by your supposed rescuers. Uncertain, the S.W.A.T. member yells at you to drop your gun, and points his assault rifle at you with more vigor.
Wow
Attempting to access lab... access denied. There must be something wrong with the code, Dr. Law.
You say the hydropsaur to Georgie
Georgie looks puzzled, as if he hasn't heard that dinosaur name before. He sputters for a moment, perhaps confused by the novel name, apparently finding it difficult to think. "Oh yeah? Supersaurus!" Georgie says, with pride. The puppy quips: "Your momma's so fat she'd barely fit on five CD-ROMs."
You talk to Talbot
"Gerrawayfromme!" he snarls, drunkenly waving you away. "They stole it... the swine... they stole it from me..." "Stole what?" you ask. But Talbot is lost in drunken rantings and doesn't hear you.
You wait for a while
You idle away a few moments. The Pig inhales noisily the scent of the Dresser.
Cheat
Don't get too hasty. The audience roars with approval.
You go to the south
Drawn to the piney, musky scent of the candle, the reindeer shuffles after you! The heart of Santaland and the destination of families from miles around. It's not your destination, of course, but that doesn't change the fact that parents and children have for years made pilgrimages to this spot to have their pictures taken with Santa Claus. Santa's big comfy chair stands in the center of the room. It's a dramatic affair, a throne really: lots of ostentatious gold-painted filigree and red velvet pillows. Next to Santa's chair is a beautifully decorated Christmas tree. There are no presents beneath the tree, perhaps to better display the colorful decorative tree skirt underneath which was, until recently, spread out beneath it. The reindeer studies you carefully.
You take all
You must take things one at a time.