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Option (H for help):
p
MUD version 4E.
Copyright (C) 1991-2023
Multi-User Entertainment Ltd.
Licensed (number 57009120) to Richard Underwood.
Your last game of MUD began on 11-APR-2023 at 22:21:34.
MUD last reset on 6-JUL-2023 at 21:50:06.
This reset is number 111244.
The personae available to you are:
(1) Flexington,
**Unused**,
**Unused**.
By what name shall I call you (Q to quit)?
*
Flexington
Elizabethan tearoom.
This cosy, Tudor period room is where all MUD adventures start. Its exposed
oak beams and soft, velvet-covered furniture provide it with the ideal
atmosphere in which to relax before venturing out into that strange, timeless
realm. A sense of decency and decorum prevails, and a feeling of kinship with
those who, like you, seek their destiny in The Land. When you are suitably
composed, you may enter that domain by stepping through an opening to the
north; however, you are welcome to stay here for as long as you like, sipping
tea and watching the world go by.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means) holding a cup of tea.
Players:
Zalagar the wistful witch
Flexington the loud swordswoman
Drizzle the wobbly mage
*
"FLEEEEXIIIINGTOOOOON!"
Flexington the loud swordswoman exclaims "FLEEEEXIIIINGTOOOOON!".
*
"OH HELLO ZALAGAR AND DRIZZLE"
Flexington the loud swordswoman says "OH HELLO ZALAGAR AND DRIZZLE".
*
SIP TEA
You watch the world go by.
*
You now feel up to attacking other players, should you so desire.
*
n
As you step through the opening, you become swathed in a fine, gossamer mist.
The Elizabethan tearoom fades hazily away, and vague, new shapes begin to form
around you. Their outlines become more defined, their colours grow stronger,
and the mist thins out into pale wisps, which gradually disperse away to
nothingness...
Narrow road between lands.
You are stood on a narrow road between The Land and whence you came. To the
north and south are the small foothills of a pair of majestic mountains, with
a large wall running round. To the west the road continues, where in the
distance you can see a thatched cottage opposite an ancient cemetery. The way
out is to the east, where a shroud of mist covers the secret pass by which you
entered The Land. It is raining.
*
e
Badly-paved road.
You are standing on a badly-paved road, which runs from the east to stop at a
large wall constructed to the west. There is a narrow gap in this blockage,
but it is so tight that if you wanted to go that way you'd have to drop
everything to get through. North and south are the foothills of a pair of
majestic mountains, and northeast is a deep valley. It is raining. A
streetsign has fallen here.
*
take sign
Streetsign taken.
*
val sign
The value of the streetsign is 8 points.
*
n
Foothills.
These are the rolling foothills of a majestic mountain which towers high above
you some way to the north, beyond some higher foothills. South is an east-west
road, across which can be seen yet more foothills of a slightly smaller
mountain. East lies a deep valley, which rises up into a heath to the
northeast of where you stand. West is a sturdy wall, too large to scale. It is
raining.
*
n
Foothills.
You are standing amongst the foothills of a majestic mountain, which rises to
the north. South and northeast are more foothills, and east lies a heath. Your
movement west is prevented by a large wall, built to repel intruders such as
yourself. It is raining. Before you stands a magnificent ram.
*
n
North mountain.
You are scaling the lower slopes of a majestic mountain. Its peak lies high
above the clouds far to the north, although progress that way is only limited
due to an interposing cliff which stands out boldly after some more climbable
slopes. South are foothills. It is raining. A horrifying zombie (zombie6)
stands in your way! The zombie6 is carrying a staff0.
*
n
Your way is blocked by the zombie6.
*
out
Your way is blocked by the zombie6.
*
The zombie6 drags itself off.
*
ne
North mountain.
You are standing in the lower slopes of a majestic mountain, which rises to
the north and descends to the east and south into foothills. It is raining.
*
ne
Foothills.
You are clambering about the foothills of a majestic mountain which climbs
above the clouds to the north. Unfortunately, there is a towering cliff there,
too large to ascend, but part of the mountain (to the west) is accessible.
Southwest lie further foothills, and southeast is all heath. Northeast is a
forest. It is raining. A horrifying zombie (zombie4) stands in your way! The
zombie4 is carrying a well-maintained pick2. Perched nearby is a splendid, red
and blue parrot.
*
The parrot says "Who's a pretty boy, then?".
*
w
North mountain.
You are scrambling up the slopes of a majestic mountain which spears through
the clouds far to the north, above a steep cliff. East lie foothills, and
there are lower slopes to the south. The sheer immensity of the mountain takes
your breath away. It is raining.
*
w
North mountain.
You are climbing the slopes of a majestic mountain, which continue to rise
awesomely in the northern and western directions, and descend less
spectacularly to the south and east. It is raining. A horrifying zombie
(zombie6) stands in your way! The zombie6 is carrying a staff0. A sturdy ox
lumbers past nearby.
*
A male voice in the distance shouts "Ox's deserve a good pat!".
*w
Your way is blocked by the ox.
*
pat ox
The ox lows a loud "MOO", and changes into a smaller, jade statue of an ox!
*
shout "THANK YOU!"
You shout "THANK YOU!".
*
It has stopped raining.
*
Hovering before you is Eros, wearing a blindfold.
Out of nowhere, Eros suddenly produces a bow and looses an arrow straight at
your heart! It's a direct hit, but almost immediately the missile disappears!
You feel a strange longing...
Your stamina has fallen from 100 to 98.
Eros gives a satisfied smile, and flies away.
The name "Drizzle" pops into your head.
*
val statue
The value of the ox is 0 points.
*
take statue
Ox taken.
*
look statue
You see an ox.
The ox looks in as good a condition as it's ever likely to be.
The ox is carrying the following:
nothing.
*
shout "HMM, MYSTERIOUSER AND MYSTERIOUSER"
You shout "HMM, MYSTERIOUSER AND MYSTERIOUSER".
*
ne
North mountain.
You are standing in the lower slopes of a majestic mountain beside a huge
cliff to the north, which towers high above you. So rugged is the cliff that
you cannot climb it, only gasp at the geological wonder of it all. The
mountain slopes downwards to the south, and continues at the same level to the
west.
*
ne
The mountain is too steep to ascend in that direction.
*
e
Foothills.
You are clambering about the foothills of a majestic mountain which climbs
above the clouds to the north. Unfortunately, there is a towering cliff there,
too large to ascend, but part of the mountain (to the west) is accessible.
Southwest lie further foothills, and southeast is all heath. Northeast is a
forest.
*
e
Rough heath.
This is a band of rough heathland, which curves from the south to continue to
the east. Southeast lies the base of a large mountain, but northwest are the
foothills of one even larger, and far more majestic. North is forest, through
which can be espied an ornate wall. Perched nearby is a splendid, red and blue
parrot.
*
The parrot says "Hello".
*
e
Rough heath.
You are walking across a rough heath, which continues to the east, west and
southwest. South is the base of a large mountain, the peak of which is partly
obscured by the clouds which flank it some way up. North from here is mainly
forest, although in the distance to the northwest is an enormous mountain,
more majestic than the other.
*
e
Rough heath.
You are striding across a rough heath, between a forest in the north and a
mountain to the south. East is the bank of a river, and west the heath
continues. Through the trees to the north can be glimpsed a small tower of
some kind.
*
e
Bank of river.
You find yourself on the bank of a fast-flowing river, where the heath to the
west is parted from the forest on the opposite bank. The river flows from the
north, and continues to the south, cutting off a narrow strip of land trapped
between it and the steep mountain you spy to the southwest.
*
e
The river is flowing too fast for you to be able to cross.
*
s
Bank of river.
This is a narrow strip of land wedged between a fast-flowing river to the
east, and a (climbable) mountain to the west. The river cuts its way
north-south, and makes quite some noise. You can't see much of what the
landscape on the opposite bank is like for the trees there.
*
s
Bank of river.
This is the west bank of a river, which flows north to south very quickly. The
opposite bank is forested, but here the ground is clear. To the northwest rise
the steep slopes of a tall mountain, its peak towering high above the clouds.
*
w
Middle mountain.
You are now scaling the rugged east face of the middle mountain. Although
steep, it is still possible to ascend (into the mists which drape the mountain
beneath the peak) and descend (onto the banks of a river to the east). At the
same altitude, the mountain continues to the northwest and southwest, and
ceases to the south where is nestled a ramshackle old stable.
*
w
Misty part of middle mountain.
The thick, heavy mist that hangs dankly in the air here reduces your vision to
a few, scant feet.
*
s
Misty part of middle mountain.
The thick, heavy mist that hangs dankly in the air here reduces your vision to
a few, scant feet.
*
s
Middle mountain.
This is a steep, yet thankfully climbable, mountain. The present height above
sea level is maintained to the west and northeast, but to the north the
mountain rises into the clouds and beyond. To the east you can see a stable,
and further still, a deep river. To the south is a badly-paved road running
east-west, on the opposite side of which there is an inn.
*
s
Badly-paved road.
You are standing on a badly-paved road between a mountain, to the north, and
the doorway of a wayside inn, directly to the south. East, the road fords a
fast-flowing river, and west it continues. To the northeast is a ramshackle
old building, and southeast there seems to be a well of some kind. The door is
open.
*
in
Entrance hall.
This small room is the entrance hall of the "Admiral Bombow" inn. The way out
is through a doorway to the north, which leads directly on to a road. West is
the public bar, east leads to the snug, and some inhospitable steps to the
south lead upwards. The room is very dusty, as if it has not been entered for
some time. The door is open.
*
up
Inn steps.
You are on a staircase leading from the north up to the south. Above you, the
ceiling slants with the same cycle as the steps do, indicating another
staircase overhead. At the bottom is a small entrance hall, and at the top the
steps open up onto a corridor.
*
up
It's too dark to see now.
*up
You cannot go up from here.
*
in
You move in the darkness...
*in
You move in the darkness...
*in
You move in the darkness...
*in
You move in the darkness...
*in
You move in the darkness...
*in
It's light enough to see now!
Inn steps.
You press hard against the wall to prevent yourself from falling down these
surprisingly difficult and steep steps. At their upper end, they open up onto
the eastern section of an attic, whereas at their lower end, to the west, they
join a narrow, north-south passage.
*in
East part of attic.
You are crouched on one of the dusty oak beams which makes up the floor of
this eastern end of the attic. Just above your head is the ancient thatch of
the inn's roof, its once-golden hue now darkened to a sickly grey over the
centuries. The attic extends to the north and south, and steps to the west
lead down. Lying nearby is a long piece of golden straw.
*
n
North part of attic.
You are stooping beneath the low roof of the attic of an inn, and although the
thatch seems to have borne well the chill north winds, the floor has been
victim to some dampness in the past, and has been patched over in makeshift
fashion with creaky old boards. From here, you can reach all parts of the
attic, to the east, south and west, although to the south you have to squeeze
past a sturdy brick wall which holds the roof up.
*
w
West part of attic.
This part of the attic must once have been used for storage of some kind, as
the floor is less dusty than you would expect. Low above your head is a
thatched roof, sagging in places below the strong, timber beams which support
it. To the north and south are other parts of the attic, but your way east is
blocked by a central area of brickwork which shields steps on the other side.
Inscribed on the floor is a circle.
*
e
With a flash of insight, you realise that you'd bash your nose if you tried to
walk through the brick wall.
*e
With a flash of insight, you realise that you'd bash your nose if you tried to
walk through the brick wall.
*
s
South part of attic.
You are kneeling against the south wall of the attic of an ancient inn. The
floor is strewn in dusty straw, much of which appears to have fallen from the
ill-kept thatched roof which hangs low above your head. Joining the floor to
the ceiling is a brick chimney stack, carrying up smoke and other fumes from
the floors below. The attic has other distinct sections to the north, east and
west of you.
*
s
You cannot go south from here.
*
n
North part of attic.
You are stooping beneath the low roof of the attic of an inn, and although the
thatch seems to have borne well the chill north winds, the floor has been
victim to some dampness in the past, and has been patched over in makeshift
fashion with creaky old boards. From here, you can reach all parts of the
attic, to the east, south and west, although to the south you have to squeeze
past a sturdy brick wall which holds the roof up.
*
w
West part of attic.
This part of the attic must once have been used for storage of some kind, as
the floor is less dusty than you would expect. Low above your head is a
thatched roof, sagging in places below the strong, timber beams which support
it. To the north and south are other parts of the attic, but your way east is
blocked by a central area of brickwork which shields steps on the other side.
Inscribed on the floor is a circle.
*
i
You are carrying the following:
the ox and the streetsign.
Weight carried: 6kg/80kg.
Objects carried: 2/10.
*
put sign in circle
Streetsign dropped.
The circle starts to tingle with magic.
The streetsign disappears!
*
enter circle
You have suddenly and magically started glowing!
*
out
North part of attic.
You are stooping beneath the low roof of the attic of an inn, and although the
thatch seems to have borne well the chill north winds, the floor has been
victim to some dampness in the past, and has been patched over in makeshift
fashion with creaky old boards. From here, you can reach all parts of the
attic, to the east, south and west, although to the south you have to squeeze
past a sturdy brick wall which holds the roof up.
*
out
East part of attic.
You are crouched on one of the dusty oak beams which makes up the floor of
this eastern end of the attic. Just above your head is the ancient thatch of
the inn's roof, its once-golden hue now darkened to a sickly grey over the
centuries. The attic extends to the north and south, and steps to the west
lead down. Lying nearby is a long piece of golden straw.
*
s
South part of attic.
You are kneeling against the south wall of the attic of an ancient inn. The
floor is strewn in dusty straw, much of which appears to have fallen from the
ill-kept thatched roof which hangs low above your head. Joining the floor to
the ceiling is a brick chimney stack, carrying up smoke and other fumes from
the floors below. The attic has other distinct sections to the north, east and
west of you.
*
n
North part of attic.
You are stooping beneath the low roof of the attic of an inn, and although the
thatch seems to have borne well the chill north winds, the floor has been
victim to some dampness in the past, and has been patched over in makeshift
fashion with creaky old boards. From here, you can reach all parts of the
attic, to the east, south and west, although to the south you have to squeeze
past a sturdy brick wall which holds the roof up.
*
out
East part of attic.
You are crouched on one of the dusty oak beams which makes up the floor of
this eastern end of the attic. Just above your head is the ancient thatch of
the inn's roof, its once-golden hue now darkened to a sickly grey over the
centuries. The attic extends to the north and south, and steps to the west
lead down. Lying nearby is a long piece of golden straw.
*
out
Inn steps.
You press hard against the wall to prevent yourself from falling down these
surprisingly difficult and steep steps. At their upper end, they open up onto
the eastern section of an attic, whereas at their lower end, to the west, they
join a narrow, north-south passage.
*
out
Upstairs passage.
This is a fairly narrow north-south passage. At the south end it joins another
passage at that passage's west end, whereas to its northeast is a doorway.
East are narrow, rickety steps leading upwards to the attic. The door is open.
*
ne
Meeting room.
Standing in the southwest corner of this room, by the only door, you can see
it has been laid out ostensibly as a meeting room of some kind (or, more
probably, as a gambling den). Narrow slits in the wall take the place of
windows, indicating that once, perhaps, the room was used as a defensive
position, overlooking as it does the main entrance to the building. It is
decorated in sombre colours, and the smell of stale pipe tobacco still hangs
in the air. The door is open. A dusty, battered, old teachest stands here.
*
out
Upstairs passage.
This is a fairly narrow north-south passage. At the south end it joins another
passage at that passage's west end, whereas to its northeast is a doorway.
East are narrow, rickety steps leading upwards to the attic. The door is open.
*
out
Upstairs passage.
This narrow, east-west passage joins a mysterious stairway leading down to the
north with rooms in most other directions. The passage itself turns north at
its western end. At the eastern end the doorway is marked "PRIVATE". The door
is locked shut.
*
w
Party room.
This huge room takes up over a third of the area of the second floor of the
"Admiral Bombow" inn. It has but one door, albeit a wide one, to the east onto
a passageway. Wide windows overlook open countryside in all other directions,
with particularly fine views to the north, where can be seen a magnificent
mountain. There is no glass in any of the windows, however, and because of
this the room has been badly exposed to the weather, and is filled with dust
and debris accumulated over many, many years. By your feet lies a wine glass.
The wine glass10 contains claret. Standing within reach is a beer glass. There
is a small drinking glass here. A round, glass bottle lies here, stoppered,
and marked: "cider". The glass bottle6 contains cider. You notice a stoppered,
old glass bottle here, marked: "whisky". The glass bottle5 contains whisky.
*
take bottle6
Glass bottle6 taken.
*
take bottle5
Glass bottle5 taken.
*
s
Thin ledge.
You are standing, clamped hard against the wall, on a thin ledge over a
deadly, two-storey drop. The ledge runs east-west, but has disintegrated at
the western end. At the other end is a balcony, against a bricked-in window.
There are open windows along the side of the building, which you could easily
enter, to the north.
*
e
Balcony.
You are clasping your hands onto the handrail of an ancient balcony jutting
out from the second floor of a large building. The room to which it formerly
connected has been bricked off, and the only exit which doesn't mean a nasty
fall is the precarious, thin ledge which leads off to the west, connecting
with the adjacent room through broken windows. A weatherbeaten terracotta vase
stands here.
*
take vase
Terracotta vase2 taken.
*
zw
Thin ledge.
You are standing, clamped hard against the wall, on a thin ledge over a
deadly, two-storey drop. The ledge runs east-west, but has disintegrated at
the western end. At the other end is a balcony, against a bricked-in window.
There are open windows along the side of the building, which you could easily
enter, to the north.
*zw
Party room.
This huge room takes up over a third of the area of the second floor of the
"Admiral Bombow" inn. It has but one door, albeit a wide one, to the east onto
a passageway. Wide windows overlook open countryside in all other directions,
with particularly fine views to the north, where can be seen a magnificent
mountain. There is no glass in any of the windows, however, and because of
this the room has been badly exposed to the weather, and is filled with dust
and debris accumulated over many, many years. By your feet lies a wine glass.
The wine glass10 contains claret. Standing within reach is a beer glass. There
is a small drinking glass here.
*zw
Upstairs passage.
This narrow, east-west passage joins a mysterious stairway leading down to the
north with rooms in most other directions. The passage itself turns north at
its western end. At the eastern end the doorway is marked "PRIVATE". The door
is locked shut.
*
zw
Inn steps.
You find yourself on a mysterious staircase, mysterious in that the steps seem
much steeper than they look. At the top, to the south, is a narrow east-west
corridor, and a similar passage at the north end, at the bottom. Although the
steps do not creak, they do appear to be very old and worn.
*
zw
Upstairs passage.
This is a short passage at the foot of some mysterious stairs which lead
upwards to the south. The passage continues to the west, where you can see it
turns south.
*
zw
Upstairs passage.
This is a north-south passageway, joining a corridor to the southeast with
another to the east. To the west is a doorway, and a collapsed section of wall
to the north leads into what looks like a laundry. A small mouse squeaks on
the floor nearby. The door is closed.
*
zw
Upstairs corridor.
You are standing in an east-west corridor with several rooms off it. There are
openings in every direction except to the north, where there are some
inhospitable steps leading downwards, and to the northwest, where the corridor
turns northwards. The northeast doorway is rather noticeably grotesque. The
grotesque door is locked shut.
*
zw
Inn steps.
You are on a staircase leading from the north up to the south. Above you, the
ceiling slants with the same cycle as the steps do, indicating another
staircase overhead. At the bottom is a small entrance hall, and at the top the
steps open up onto a corridor.
*
zw
Entrance hall.
This small room is the entrance hall of the "Admiral Bombow" inn. The way out
is through a doorway to the north, which leads directly on to a road. West is
the public bar, east leads to the snug, and some inhospitable steps to the
south lead upwards. The room is very dusty, as if it has not been entered for
some time. The door is open.
*
zw
Badly-paved road.
You are standing on a badly-paved road between a mountain, to the north, and
the doorway of a wayside inn, directly to the south. East, the road fords a
fast-flowing river, and west it continues. To the northeast is a ramshackle
old building, and southeast there seems to be a well of some kind. The door is
open.
*
zw
Side yard of inn.
This is a narrow yard against the western wall of an inn, which you can get
into by a side entrance to the east. North is a badly-paved road, and west a
briar patch. Southeast, the yard becomes the back yard of the inn. Lying here
is a large, fresh-looking carrot.
*
take carrot
Carrot1 taken.
*
zw
Dense forest.
This is dense forest, at the bottom of a majestic mountain to the west. The
trees continue up the mountain, and there is an orchard to the east. North is
a briar patch, and south is an east-west flowing river. To the northeast is a
yard adjacent to an old inn. On the ground there is a large stick.
*
zw
Fast-flowing river.
You are standing by a river, flowing from the east to the west, where it
disappears under a mountain. Foothills of the mountain are to the northwest,
covered in forest which extends to the north of your current position, and
become an orchard to the northeast. In all southerly directions are pastures
of soft, deep-green grass. A lone, sorrowful magpie flutters around.
*
zw
North lush pasture.
You are treading over the soft grass of a lush pasture. To the north is a
river, which continues to the northeast and flows beneath a mountain to the
northwest. East, west and south, the pasture continues, yet to the southeast
it becomes much rougher and more desolate. To the southwest lies forest.
Growing near your feet is a pretty celandine. A sweet little daisy chain has
fallen here.
*
val all
The value of the ox is 0 points.
The value of the glass bottle6 is 1 point.
The value of the glass bottle5 is 26 points.
The value of the terracotta vase2 is 4 points.
The value of the carrot1 is 0 points.
The value of the daisy chain is -5 points.
The value of the celandine is 12 points.
For you, treasure is worth 100% of its minimum value.
Your value is 614 points.
*
take celandine
Celandine picked.
*
zw
West lush pasture.
This is a lush pasture which sprawls at the feet of a majestic mountain to the
north. The pasture continues to the east and southeast, but south and
southwest are forests. West, the pasture ends beside a fuming swamp.
*
zw
You are waylaid in a fuming swamp.
*
zw
You're already here! Have a look around if you don't believe me!
*
i
You are carrying the following:
the celandine, the carrot1, the terracotta vase2, the glass bottle5,
the glass bottle6 and the ox.
The terracotta vase2 contains:
the cache of farthings.
The glass bottle5 contains:
whisky.
The glass bottle6 contains:
cider.
Weight carried: 15kg 780g/80kg.
Objects carried: 6/10.
*
drop celandine
Celandine dropped.
The celandine sinks...
(Persona saved on +12 = 2,709).
*
empty vase
Cache of farthings dropped.
The cache of farthings sinks...
(Persona saved on +40 = 2,749).
*
drop vase
Terracotta vase2 dropped.
The terracotta vase2 sinks...
(Persona saved on +4 = 2,753).
*
drop bottle
Glass bottle6 dropped.
The glass bottle6 sinks...
(Persona saved on +1 = 2,754).
Glass bottle5 dropped.
The glass bottle5 sinks...
(Persona saved on +26 = 2,780).
*
i
You are carrying the following:
the carrot1 and the ox.
Weight carried: 4kg 100g/80kg.
Objects carried: 2/10.
*
n
Pond in swamp.
This is a small, shallow freshwater pond, fed by a small brook joining it to
the river. It is too shallow to swim, and there are no edible fish living in
it. Northwest are rapids, but everywhere else is swamp. A mist-swathed banshee
floats nebulously before you.
*
n
You are waylaid in a treacherous swamp.
*
n
Rapids.
You are on the bank of some dangerous rapids. Beyond them to the east the
river goes underground; to the west it continues out of sight, and you can
hear a thundering of falling water from that direction. To the south can be
seen (and smelled!) a fuming swamp, and southeast is a small pond.
*
ne
Cave.
This is a cave, wherein once dwelled a hermit in times long passed. Above is a
huge mountain towering amongst the clouds, and outside can be seen a pasture,
small cottage and a cemetery in the distance. At the east end of the cave is a
small opening in the wall. A horrifying zombie (zombie1) stands in your way!
The zombie1 is carrying a pebble0.
*
ne
Your way is blocked by the zombie1.
*
e
Your way is blocked by the zombie1.
*
w
Your way is blocked by the zombie1.
*
A male voice close by shouts "Want to learn something fun?".
*
The zombie1 drags itself off.
*
shout "SURE!"
You shout "SURE!".
*
n
Forest near mountains.
You are in dense forest at the base of some snow-capped mountains, wreathed in
clouds. The foothills are so beautiful that you yearn to be able to climb them
and lie eternally in dew-drenched grass, with an air of inner peace and total
tranquillity. You realise, however, that this is silly! A piece of paper
litters the ground.
*
take paper
Piece of paper taken.
*
read paper
Written on the piece of paper is: "oiviaflauzea".
*
You are magically transported, and find yourself in the place known as "small
altar room".
Small altar room.
You are in a deceptively small-looking room with an altar in front of you.
Apart from a narrow ledge to the south, there is no way out. A bloodstained
sacrificial blade lies beside the altar.
*
A male voice says "The ox likes this room....".
*
Someone powerful hmms...
*
shout "FLEXINGTON VAGUELY REMEMBERS THIS ROOM!"
You shout "FLEXINGTON VAGUELY REMEMBERS THIS ROOM!".
*
put ox on altar
Ox dropped.
*
look ox
You see an ox.
The ox looks to be in relatively good condition.
The ox is carrying the following:
nothing.
*
look s
Looking southward, you see a place known as "before gate". It appears to be
empty.
*
take blade
Blade taken.
*
i
You are carrying the following:
the blade, the piece of paper and the carrot1.
Weight carried: 903g/80kg.
Objects carried: 3/10.
*
A male voice says "Blade might hold a clue".
*
look blade
The blade looks to be superficially damaged.
*
hold blade
The blade feels just like you'd expect...
*
look ox
You see an ox.
The ox looks in as good a condition as it's ever likely to be.
The ox is carrying the following:
nothing.
*
A male voice says "Try... pat ox, k ox f blade".
*
pat ox, k ox f blade
The ox changes from a jade statue into a real ox!
*It was a very old ox and hadn't long to live anyway.
*
look
Small altar room.
You are in a deceptively small-looking room with an altar in front of you.
Apart from a narrow ledge to the south, there is no way out. There lies a dead
ox off to one side.
*
val ox
The value of the ox is 0 points.
*
A male voice says "Even dead ox's like a pat".
*
pat ox
The ox changes into a smaller, valuable-looking, jade statue of an ox!
*
val ox
The value of the ox is 88 points.
*
shout "HOLY CUNGADERO!"
You shout "HOLY CUNGADERO!".
*
take ox
Ox taken.
*
s
Before gate.
You are standing in front of a huge oaken gate, rotted through over the ages
so passage is easy. To the north is a narrow ledge over a deep pit, and to the
south a dark passage whence drifts the scent of animals. The scene is visible
by light beyond a smallish hole in the west wall. You can travel through the
gate, to the east.
*
shout "THANK YOU MYSTERIOUS VOICE!"
You shout "THANK YOU MYSTERIOUS VOICE!".
*
e
Before idol.
You are standing in front of a huge idol of a cyclops, hewn into the rock face
and towering above you. To the west is a large doorway but the door has long
since rotted away. Stairs run up the side of the idol to an opening at the
mouth, and beyond. To the north is a small opening. High up in the idol,
embedded in its forehead, is a dazzling ruby for an eye! It looks to have
remained fixed there for centuries.
*
in
Ancient crypt.
As you crawl into this room, a sense of reverence comes over you, for you find
you are in a crypt. It has obviously not been entered for a long time, and is
stark and sparse save for a marble block in the centre of the room, which is
immobile.
*
pry block
You can't do that!
*
put ox on block
Ox dropped.
*
pat ox
The ox changes from a jade statue into a real ox!
*
val ox
The value of the ox is 0 points.
*
pat ox
The ox changes into a smaller, valuable-looking, jade statue of an ox!
*
take ox
Ox taken.
*
x
*
out
Before idol.
You are standing in front of a huge idol of a cyclops, hewn into the rock face
and towering above you. To the west is a large doorway but the door has long
since rotted away. Stairs run up the side of the idol to an opening at the
mouth, and beyond. To the north is a small opening. High up in the idol,
embedded in its forehead, is a dazzling ruby for an eye! It looks to have
remained fixed there for centuries.
*
e
Outside mouth of idol.
You are standing by the mouth of a large and ancient idol of a cyclops. To the
west, lower down, can be seen a tall but rotted gate. Above are the nose and
eye of the colossus. A portcullis prevents passage through an opening to the
east, which leads into the mouth of the idol.
*
The ox says "WAIT.... IM DEAD!!!! MIGHT ASWEL SWAMP MY CORPSE BY SPAMMING THE
DIRECTION ZW".
*
shout "HOLY CUNGADERO A TALKING DEAD OX!!!!"
You shout "HOLY CUNGADERO A TALKING DEAD OX!!!!".
*
up
Nose and eye of idol.
You are at the top of the idol. The stairs go no further. The idol's eye is a
dazzling ruby!
*
take eye
The ruby eye is stuck fast, it doesn't even look like you could lever it out.
*
zw
Outside mouth of idol.
You are standing by the mouth of a large and ancient idol of a cyclops. To the
west, lower down, can be seen a tall but rotted gate. Above are the nose and
eye of the colossus. A portcullis prevents passage through an opening to the
east, which leads into the mouth of the idol.
*
zw
Before idol.
You are standing in front of a huge idol of a cyclops, hewn into the rock face
and towering above you. To the west is a large doorway but the door has long
since rotted away. Stairs run up the side of the idol to an opening at the
mouth, and beyond. To the north is a small opening. High up in the idol,
embedded in its forehead, is a dazzling ruby for an eye! It looks to have
remained fixed there for centuries.
*
zw
Before gate.
You are standing in front of a huge oaken gate, rotted through over the ages
so passage is easy. To the north is a narrow ledge over a deep pit, and to the
south a dark passage whence drifts the scent of animals. The scene is visible
by light beyond a smallish hole in the west wall. You can travel through the
gate, to the east.
*
zw
Cave.
This is a cave, wherein once dwelled a hermit in times long passed. Above is a
huge mountain towering amongst the clouds, and outside can be seen a pasture,
small cottage and a cemetery in the distance. At the east end of the cave is a
small opening in the wall.
*
zw
Rapids.
You are on the bank of some dangerous rapids. Beyond them to the east the
river goes underground; to the west it continues out of sight, and you can
hear a thundering of falling water from that direction. To the south can be
seen (and smelled!) a fuming swamp, and southeast is a small pond.
*
zw
You are waylaid in a treacherous swamp.
*
i
You are carrying the following:
the ox, the blade, the piece of paper and the carrot1.
Weight carried: 4kg 903g/80kg.
Objects carried: 4/10.
*
drop ox
Ox dropped.
The ox sinks...
(Persona saved on +88 = 2,868).
*
shout "WELP, FLEXINGTON HAS FORGOTTEN IF DOING THIS IS A BAD IDEA OR NOT BUUUUUT"
You shout "WELP, FLEXINGTON HAS FORGOTTEN IF DOING THIS IS A BAD IDEA OR NOT
BUUUUUT".
*
read paper
Written on the piece of paper is: "oiviaflauzea".
*
"OIVIAFLAUZEA"
Flexington the loud swordswoman says "OIVIAFLAUZEA".
Because you can't see anyone else here, it may be that you are speaking to
yourself...
Your body is suddenly racked with the most agonising pains imaginable, lasting
several seconds.
Your stamina has fallen from 100 to 70.
*
shout "IT WAS A BAD IDEA!"
You shout "IT WAS A BAD IDEA!".
*
i
You are carrying the following:
the blade, the piece of paper and the carrot1.
Weight carried: 903g/80kg.
Objects carried: 3/10.
*
Clouds are gathering overhead.
*
Zalagar the wistful witch appears in the current time and place.
*
Focusing her attention on something for a moment, Zalagar the wistful witch
casts a spell affecting something either in the immediate vicinity or
something you cannot see...
*
shout "OH HELLO THERE ZALAGAR"
You shout "OH HELLO THERE ZALAGAR".
*
i
You are carrying the following:
the blade, the piece of paper and the carrot1.
Weight carried: 903g/80kg.
Objects carried: 3/10.
*
i
You are carrying the following:
the blade, the piece of paper and the carrot1.
Weight carried: 903g/80kg.
Objects carried: 3/10.
*
qs
Flexington the loud swordswoman
eff str 80 eff dex 84 sta 70/100 pts 2,868 gam 21
*
The piece of paper says "But I can be revealing!".
*
Zalagar the wistful witch says "Ah, Flexington. It's been a while. Great to
see you again. :)".
*
shout "HOLY CUNGADERO A TALKING PIECE OF PAPER"
You shout "HOLY CUNGADERO A TALKING PIECE OF PAPER".
*
It has started to rain.
*
shout "GREAT TO SEE YOU TOO, ZALAGAR!"
You shout "GREAT TO SEE YOU TOO, ZALAGAR!".
*
You are enlightened as to the presence elsewhere of ((Firedemon the dark
wizard)).
*
shout "HOLY CUNGADERO THERE'S TWO OF THEM"
You shout "HOLY CUNGADERO THERE'S TWO OF THEM".
*
n
Rapids.
You are on the bank of some dangerous rapids. Beyond them to the east the
river goes underground; to the west it continues out of sight, and you can
hear a thundering of falling water from that direction. To the south can be
seen (and smelled!) a fuming swamp, and southeast is a small pond. It is
raining. A horrifying zombie (zombie1) stands in your way! The zombie1 is
carrying a pebble0.
*Zalagar the wistful witch appears in the current time and place.
*
The zombie1 drags itself off.
*
shout "HELLO AGAIN"
You shout "HELLO AGAIN".
*
Zalagar the wistful witch nods.
*
Zalagar the wistful witch glances northwest.
*
NW
East pasture.
Around you is a delightful pasture. To the south is a fast flowing stream.
Further north and east you can see a woodman's hut and to the north is gorse
scrub. Northwestwards you can see a strange, forbidding cottage, which you can
enter via its french windows. It is raining. There is an old and bearded
gentleman here. The man is wearing a watch and a ring0, and is carrying 2
stoppered vials. An open, sturdy cardboard box stands here.
*
The man trudges off.
*
TAKE BOX
Cardboard box0 taken.
*
In the distance, you hear a wolf howl.
*
"WELP FLEXINGTON THINKS ZHE KNOWS WHERE THIS IS GOING"
Flexington the loud swordswoman says "WELP FLEXINGTON THINKS ZHE KNOWS WHERE
THIS IS GOING".
Because you can't see anyone else here, it may be that you are speaking to
yourself...
*
N
In front of hut.
You are standing to the north of a ramshackle hut. Behind you is a field of
gorse. Further on to the south you can see a fast flowing river. To the east
you can see a range of mountains wreathed in mist and to the west is a small
cottage. It is raining.
*
N
Gorse.
You are in a tangled mass of prickly gorse. It is raining. A slightly stooped
old man is standing here. The man is wearing a watch and a ring0, and is
carrying 2 stoppered vials.
*
The man trudges off.
*
W
Vegetable garden.
You are standing in the middle of what was obviously a vegetable garden.
However it has not been tended for years and most of the vegetables have run
wild. It is raining. Growing here is a large, leafy spinach.
*
TAKE SPINACH
Spinach0 taken.
*
SE
Gorse.
You are in a tangled mass of prickly gorse. It is raining.
north: Narrow road.
*
N
Narrow road.
You are on a narrow east-west road with forest to the north and gorse scrub to
the south. It is raining. There is an old and bearded gentleman here. The man
is wearing a watch and a ring0, and is carrying 2 stoppered vials.
*N
Dense forest.
You are wandering around in some dense forest. To the west is the entrance to
a misty graveyard. A large stick lies on the ground.
*
A slightly stooped old man is standing here.
*
TAKE STICK
Unlit brand18 taken.
*
"HELLO THERE"
Flexington the loud swordswoman says "HELLO THERE".
Because you can't see anyone else here, it may be that you are speaking to
yourself...
*
SW
Your way is blocked by the man.
*
"THIS IS AWKWARD!"
Flexington the loud swordswoman exclaims "THIS IS AWKWARD!".
Because you can't see anyone else here, it may be that you are speaking to
yourself...
*
L
Dense forest.
You are wandering around in some dense forest. To the west is the entrance to
a misty graveyard. A slightly stooped old man is standing here. The man is
wearing a watch and a ring0, and is carrying 2 stoppered vials.
*
The man says "Loud...".
*
The man grumbles.
*
The man mutters something.
*
"FLEXINGTON DROPPER PURR ABILITY TO USE LOWERCASE INTO THE SWAMP"
Flexington the loud swordswoman says "FLEXINGTON DROPPER PURR ABILITY TO USE
LOWERCASE INTO THE SWAMP".
Because you can't see anyone else here, it may be that you are speaking to
yourself...
*
"ZHE GOT NEGATIVE POINTS FOR IT!"
Flexington the loud swordswoman exclaims "ZHE GOT NEGATIVE POINTS FOR IT!".
Because you can't see anyone else here, it may be that you are speaking to
yourself...
*
SW
Road opposite cottage.
You are standing on a badly paved road with a cemetery to the north and the
home of a grave-digger to the south. An inscription on the cemetery gates
reads, "RESTING PLACE OF LOST SOULS". It is raining.
*
S
Path.
You are standing on a path which leads off a road to the north, to a cottage
south of you. To the west and east are separate gardens. It is raining.
*
S
Hall.
You are standing in an oddly shaped hall. To the south is a doorway, the east
is an archway, and some dark forbidding stairs lead upwards to the southeast.
Immediately to the west is a fitted wardrobe, and some eerie, granite steps to
the southwest lead downwards to the cellar. The kitchen door is locked shut.
*
UP
Halfway up the stairs.
You are sitting on a step halfway up the stairs, as a ghostly voice recites a
poem by A. A. Milne to itself. Further up you can make out a landing;
downwards you can see a hallway.
*
UP
Upstairs landing.
You are standing on the upstairs landing. There are openings in most
directions, the stairs lead downwards and to the northwest.
*
S
Large bedroom.
You are standing in a large bedroom. To the south is a window out of which,
you can see a pleasant field with a stream flowing swiftly at the bottom of
it. There is an opening to the north. There is a potty here.
*
SLEEP ON BED
ZZZzzz...
*
You dream of a grave fort. A crying spirit strides toward you and intones
"outheyss". Strange, unblinking eyes stare at you, something essential
vacillates, and consequently you feel magically striped.
*
"OUTHEYSS"
You wake up!
Your stamina is 82.
Flexington the loud swordswoman says "OUTHEYSS".
Because you can't see anyone else here, it may be that you are speaking to
yourself...
A pleasant warmness courses through your veins...
You feel better already.
Your stamina is 100.
*
SHOUT "FLEXINGTON IS BACK BAYBEE!"
You shout "FLEXINGTON IS BACK BAYBEE!".
*
I
You are carrying the following:
the unlit brand18, the spinach0, the cardboard box0, the blade, the
piece of paper and the carrot1.
Weight carried: 3kg 303g/80kg.
Objects carried: 6/10.
*
N
Upstairs landing.
You are standing on the upstairs landing. There are openings in most
directions, the stairs lead downwards and to the northwest.
*
In the distance, you hear the mighty HAWUMPH of a dragon's fiery breath!
*
In the distance, you hear the mighty HAWUMPH of a dragon's fiery breath!
*
In the distance, you hear the mighty HAWUMPH of a dragon's fiery breath!
*
In the distance, you hear the mighty HAWUMPH of a dragon's fiery breath!
*
In the distance, you hear the mighty HAWUMPH of a dragon's fiery breath!
*
In the distance, you hear the mighty HAWUMPH of a dragon's fiery breath!
*
In the distance, you hear the mighty HAWUMPH of a dragon's fiery breath!
*
In the distance, you hear the mighty HAWUMPH of a dragon's fiery breath!
For your information: there are 150 mobiles still alive.
*
In the distance, you hear the mighty HAWUMPH of a dragon's fiery breath!
*
In the distance, you hear the mighty HAWUMPH of a dragon's fiery breath!
*
SHOUT "WOW THAT DRAGON SOUNDS BUSY TODAY"
You shout "WOW THAT DRAGON SOUNDS BUSY TODAY".
*
X
*
OUT
Halfway up the stairs.
You are sitting on a step halfway up the stairs, as a ghostly voice recites a
poem by A. A. Milne to itself. Further up you can make out a landing;
downwards you can see a hallway.
*
UP
Upstairs landing.
You are standing on the upstairs landing. There are openings in most
directions, the stairs lead downwards and to the northwest.
*
W
Bathroom.
The bathroom contains a toilet and a handbasin, and on the wall is a shelf
with "MEDICINES" written on it. The bath was removed long ago, but the toilet
and handbasin still look usable. The only exit is to the east. A worthless,
dirtied groat has been dropped here. Standing conveniently close by is a
small, closed phial. The closed phial0 contains medicine.
*
TAKE GROAT
Groat taken.
*
USE BASIN
That's no good, you can't even pick it up.
*
FILL BASIN
You're not holding a basin!
*
USE TAP
I made sense of some of that:
use[verb]
tap[uh?]
I was expecting "tap" to be an end-of-line, but it's a verb.
*
WASH GROAT IN TOILET
You plunge the groat into the toilet... The dirt comes off the groat,
whereupon you observe that it's made of good-quality gold, and is consequently
quite valuable to some people!
*
Auto-reset initiated, you have 120 seconds to finish up. No further warnings
will be issued!
*
A male voice in the distance screams.
*
SHOUT "[PIZZA TOWER OST - IT'S PIZZA TIME]"
You shout "[PIZZA TOWER OST - IT'S PIZZA TIME]".
*
ZW
Upstairs landing.
You are standing on the upstairs landing. There are openings in most
directions, the stairs lead downwards and to the northwest.
*ZW
Halfway up the stairs.
You are sitting on a step halfway up the stairs, as a ghostly voice recites a
poem by A. A. Milne to itself. Further up you can make out a landing;
downwards you can see a hallway.
*ZW
Hall.
You are standing in an oddly shaped hall. To the south is a doorway, the east
is an archway, and some dark forbidding stairs lead upwards to the southeast.
Immediately to the west is a fitted wardrobe, and some eerie, granite steps to
the southwest lead downwards to the cellar. The kitchen door is locked shut.
*ZW
Path.
You are standing on a path which leads off a road to the north, to a cottage
south of you. To the west and east are separate gardens.
*ZW
Vegetable garden.
You are standing in the middle of what was obviously a vegetable garden.
However it has not been tended for years and most of the vegetables have run
wild.
*
ZW
Gorse.
You are in a tangled mass of prickly gorse.
*
ZW
East pasture.
Around you is a delightful pasture. To the south is a fast flowing stream.
Further north and east you can see a woodman's hut and to the north is gorse
scrub. Northwestwards you can see a strange, forbidding cottage, which you can
enter via its french windows.
*ZW
Rapids.
You are on the bank of some dangerous rapids. Beyond them to the east the
river goes underground; to the west it continues out of sight, and you can
hear a thundering of falling water from that direction. To the south can be
seen (and smelled!) a fuming swamp, and southeast is a small pond.
*
ZW
You are waylaid in a treacherous swamp.
A mist-swathed banshee floats nebulously before you.
*
I
You are carrying the following:
the groat, the unlit brand18, the spinach0, the cardboard box0, the
blade, the piece of paper and the carrot1.
Weight carried: 3kg 338g/80kg.
Objects carried: 7/10.
*
The banshee has just floated off.
*DROP ALL
Carrot1 dropped.
The carrot1 sinks...
Piece of paper dropped.
The piece of paper sinks...
Blade dropped.
The blade sinks...
Cardboard box0 dropped.
The cardboard box0 sinks...
Spinach0 dropped.
The spinach0 sinks...
Unlit brand18 dropped.
The unlit brand18 sinks...
Groat dropped.
The groat sinks...
(Persona saved on +15 = 2,883).
*
N
Rapids.
You are on the bank of some dangerous rapids. Beyond them to the east the
river goes underground; to the west it continues out of sight, and you can
hear a thundering of falling water from that direction. To the south can be
seen (and smelled!) a fuming swamp, and southeast is a small pond.
*
N
East pasture.
Around you is a delightful pasture. To the south is a fast flowing stream.
Further north and east you can see a woodman's hut and to the north is gorse
scrub. Northwestwards you can see a strange, forbidding cottage, which you can
enter via its french windows.
*
N
In front of hut.
You are standing to the north of a ramshackle hut. Behind you is a field of
gorse. Further on to the south you can see a fast flowing river. To the east
you can see a range of mountains wreathed in mist and to the west is a small
cottage.
*
N
Gorse.
You are in a tangled mass of prickly gorse.
*
N
Narrow road.
You are on a narrow east-west road with forest to the north and gorse scrub to
the south.
*
W
Road opposite cottage.
You are standing on a badly paved road with a cemetery to the north and the
home of a grave-digger to the south. An inscription on the cemetery gates
reads, "RESTING PLACE OF LOST SOULS".
*
W
Beaten track.
You're on a rough east-west track with a dense forest to the north and pasture
to the south.
*
W
Beaten track near cliff.
You are at the end of a rough track. There is a dangerous cliff to the west
marked "Lovers' Leap". A horrifying zombie (zombie1) stands in your way! The
zombie1 is carrying a pebble0.
*
W
As you approach the edge of the cliff, the rock starts to crumble. Hurriedly,
you retreat as you begin to feel the ground give way under your feet!
*
N
Dense forest.
You are wandering around in some dense forest, to the east of a perilous
cliff. A small, rusty key lies here.
*
N
Dense forest.
You are wandering around in some dense forest, to the east of a perilous
cliff. A large stick lies on the ground.
*
S
Dense forest.
You are wandering around in some dense forest. To the east can be seen the
entrance to a misty graveyard. Lying on the ground is a large log. A hollow
yew stump stands here, leading down into the depths.
*S
Beaten track.
You're on a rough east-west track with a dense forest to the north and pasture
to the south.
*S
West pasture.
You are in comparatively pleasant pasture. To the south is a river, to the
north a track. Eastwards the pasture is seen to continue, while to the
northeast is the flower garden of a strange cottage.
*
S
River.
You are on the bank of a fast flowing river with pasture to the north and
forest to the south.
*
S
South pasture.
All about you is a pleasant pasture. To the north is a fast flowing stream,
and to the south is forest. Westwards is a thundering waterfall.
*
S
Dense forest.
You are wandering around in some dense forest, to the south of a pleasant
pasture, and to the west of a fuming swamp. To the southwest the forest opens
up onto a magical glade. A sailable coracle, large enough for one, has been
left here.
*
S
Magical glade.
You are in a magical glade, surrounded by forest. East and west it looks
impenetrable, but in the northerly directions the trees are less dense. In the
southerly directions, the trees are of soft pine, and through them to the
southwest can be glimpsed a sundial.
*
S
Pine forest.
You are wandering about amongst some soft pine trees. To the north the forest
clears to become a glade, but everywhere else are more trees. Through the
foliage to the northwest can be glimpsed a sundial. A horrifying zombie
(zombie3) stands in your way! An expertly-tooled key has been dropped over to
one side.
*
TAKE KEY
Key10 taken.
*
VAL KEY
The value of the key10 is 4 points.
*
NW
Your way is blocked by the zombie3.
*In the distance, you hear a loud
BBBBBB+++AAAAA++NN+++NN++GGGGG+
BBBBBBB+AAAAAAA+NNN++NN+GGGGGGG
BB+++BB+AA+++AA+NNN++NN+GG+++GG
BB+++BB+AA+++AA+NNNN+NN+GG+++++
BBBBBB++AAAAAAA+NNNN+NN+GG+GGGG
BBBBBBB+AAAAAAA+NN+NNNN+GG+GGGG
BB+++BB+AA+++AA+NN+NNNN+GG+++GG
BB+++BB+AA+++AA+NN++NNN+GG+++GG
BBBBBBB+AA+++AA+NN++NNN+GGGGGGG
BBBBBB++AA+++AA+NN+++NN++GGGGG+
*
ZW
Magical glade.
You are in a magical glade, surrounded by forest. East and west it looks
impenetrable, but in the northerly directions the trees are less dense. In the
southerly directions, the trees are of soft pine, and through them to the
southwest can be glimpsed a sundial.
*ZW
Dense forest.
You are wandering around in some dense forest, to the south of a pleasant
pasture, and to the west of a fuming swamp. To the southwest the forest opens
up onto a magical glade. A sailable coracle, large enough for one, has been
left here.
ZW
You are waylaid in a treacherous swamp.
*
DROP KEY
Key10 dropped.
The key10 sinks...
(Persona saved on +4 = 2,887).
*
W
Dense forest.
You are wandering around in some dense forest, to the south of a pleasant
pasture, and to the west of a fuming swamp. To the southwest the forest opens
up onto a magical glade. A sailable coracle, large enough for one, has been
left here.
*W
Dense forest.
You are wandering around in some dense forest, to the southwest of a pleasant
pasture, to the east of a perilous cliff and to the south of a thundering
waterfall. To the southeast is a glade in the forest. A rusty key can be seen
here.
*
W
SE
Magical glade.
You are in a magical glade, surrounded by forest. East and west it looks
impenetrable, but in the northerly directions the trees are less dense. In the
southerly directions, the trees are of soft pine, and through them to the
southwest can be glimpsed a sundial. A horrifying zombie (zombie3) stands in
your way!
*
*SW
Sundial in pine forest.
This is part of a large pine forest. To the northeast, the forest opens up
onto a magical glade, but in other directions is more forest, some of it too
dense to allow passage. Here, however, the forest is noticeably thinner,
indicating that it was once a clearing upon which the pines are gradually
encroaching. Before you stands an old, stone sundial, overgrown with ivy. The
sundial has no gnomon, so cannot be used to tell the time.
*
W
Bird bath in pine forest.
You are standing in amongst the trees of a pine forest. All around, the forest
continues, although in some directions the trees are too thick to allow
passage. Standing before you is an ornate stone birdbath, but the water it
contains is not drinkable. The birdbath contains water.
*
NW
Pine forest.
You are wandering around amongst some soft pine trees. All about you are more,
some densely packed and others allowing passage through. A rusty key can be
seen here. An onyx lion has been placed here; upon its base is the legend:
"Drop me in the garden of death to learn the path.".
*
TAKE LION
Lion taken.
*
ZW
Bird bath in pine forest.
*ZW
Sundial in pine forest.
*ZW
Magical glade.
*ZW
Dense forest.
*ZW
You are waylaid in a treacherous swamp.
*ZW
You're already in the swamp, take a look you myopic dumbo.
*
DROP LION
Lion dropped.
The lion sinks...
(Persona saved on +8 = 2,895).
*
I
You are carrying the following:
nothing.
*
Zalagar the wistful witch roars.
*
SHOUT "[PIZZA TOWER OST - THE DEATH THAT I DESERVIOLI]"
You shout "[PIZZA TOWER OST - THE DEATH THAT I DESERVIOLI]".
*
Something magical is happening.
(Persona saved on 2,895).
*
Option (H for help):
+- The database has started initialising -+
+- The database has finished initialising -+
P
MUD version 4E.
Copyright (C) 1991-2023
Multi-User Entertainment Ltd.
Licensed (number 57009120) to Richard Underwood.
Your last game of MUD began on 6-JUL-2023 at 23:09:39.
MUD last reset on 6-JUL-2023 at 23:37:14.
This reset is number 111245.
The personae available to you are:
(1) Flexington,
**Unused**,
**Unused**.
By what name shall I call you (Q to quit)?
*
Flexington
You now feel up to attacking other players, should you so desire.
Elizabethan tearoom.
This cosy, Tudor period room is where all MUD adventures start. Its exposed
oak beams and soft, velvet-covered furniture provide it with the ideal
atmosphere in which to relax before venturing out into that strange, timeless
realm. A sense of decency and decorum prevails, and a feeling of kinship with
those who, like you, seek their destiny in The Land. When you are suitably
composed, you may enter that domain by stepping through an opening to the
north; however, you are welcome to stay here for as long as you like, sipping
tea and watching the world go by.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means) holding a cup of tea.
Players:
Flexington the loud swordswoman
Drizzle the wobbly mage
*
Drizzle the wobbly mage exclaims "Flexi Flexington!".
*
"HELLO AGAIN!"
Flexington the loud swordswoman exclaims "HELLO AGAIN!".
*
WAVE
OK, Flexington the loud swordswoman waves.
*
SIP TEA
You watch the world go by.
*
Dara the sorceress has just arrived.
*
Dara the sorceress takes a sip of her tea.
*
Dara the sorceress exclaims "Hi!".
*
WAVE
OK, Flexington the loud swordswoman waves.
*
"HELLO THERE"
Flexington the loud swordswoman says "HELLO THERE".
*
SIP TEA
You watch the world go by.
*
There says 'Hi'.
*
"GREETINGS!"
Flexington the loud swordswoman exclaims "GREETINGS!".
*
Dara the sorceress smiles.
*
Drizzle the wobbly mage asks "Is Here also here?".
*
Dara the sorceress laughs.
*
"HERE WAS FOUND DEAD IN MIAMI LAST WEEK"
Flexington the loud swordswoman says "HERE WAS FOUND DEAD IN MIAMI LAST WEEK".
*
Drizzle the wobbly mage says "Maybe Here is there and There is here.".
*
SIP TEA
You watch the world go by.
*
Dara the sorceress says "There is very popular. Also popular are Everyone,
Everybody and All. People always say hello or hi to them. :)".
*
From some indeterminate point above you, a dancing, green-flecked flame
swoops down and strikes Drizzle the wobbly mage!
You are suddenly struck from above by a pillar of fire!
You have been burned!
Your stamina has fallen from 100 to 96.
From some indeterminate point above you, a dancing, green-flecked flame swoops
down and strikes Dara the sorceress!
*
Drizzle the wobbly mage says "We're all here because we're not all there
tonight.".
*
Dara the sorceress laughs.
*
Drizzle the wobbly mage says "It's a line from a song.".
*
Dara the sorceress says "Reminds me of Cabin Fever from Muppet Treasure
Island.".
*
"NOW THAT'S WHAT FLEXINGTON WOULD CALL A MOOD"
Flexington the loud swordswoman says "NOW THAT'S WHAT FLEXINGTON WOULD CALL A
MOOD".
*
"AND FLEXINGTON AGREES WITH THAT SENTIMENT"
Flexington the loud swordswoman says "AND FLEXINGTON AGREES WITH THAT
SENTIMENT".
*
Dara the sorceress says "And its line in the last verse 'Now, though we're
all here ... we're not all there'.".
*
Drizzle the wobbly mage says "The song is called Fever (by Aerosmith).".
*
"FLEXINGTON WILL HAVE A LISTEN TO IT"
Flexington the loud swordswoman says "FLEXINGTON WILL HAVE A LISTEN TO IT".
*
The tea asks "Anyone wanna grab me a cup of coffee?".
*
"FLEXINGTON IS DRINKING SOME LEMON TEA"
Flexington the loud swordswoman says "FLEXINGTON IS DRINKING SOME LEMON TEA".
*
SIP TEA
You watch the world go by.
*
Dara the sorceress takes a sip of her tea.
*
Dara the sorceress takes a sip of her tea.
*
Dara the sorceress ponders.
*
SIP TEA
You watch the world go by.
*
Dara the sorceress stirs her tea.
*
You hear a sudden noise.
*
An evil, black rat (rat23) bares its razor-sharp incisors at you.
*
The tea says "Oi!".
*
shout "HOLY CUNGADERO!"
You shout "HOLY CUNGADERO!".
*
VAL RAT
The value of the rat23 is 30 points.
*
Dara the sorceress says "We don't usually get rats in the tearoom. The
tearoom is normally a pretty clean place.".
*
The rat23 squeaks.
*
OFFER TEA TO RAT
I don't know the word "offer".
*
The rat23 takes a sip of its tea.
*
SIP TEA
You watch the world go by.
*
The rat23 violently disintegrates.
The rat23 has just passed on.
*
Hovering before you is Eros, wearing a blindfold.
*
Out of nowhere, Eros suddenly produces a bow and looses an arrow straight at
your heart! It's a direct hit, but almost immediately the missile disappears!
You feel a strange longing...
Your stamina has fallen from 100 to 95.
Eros gives a satisfied smile, and flies away.
The name "Dara" pops into your head.
*
Dara the sorceress says "Well, that was kind of extreme.".
*
shout "YES"
You shout "YES".
*
shout "ALSO I THINK EROS IS SHIPPING US FOR SOME REASON"
You shout "ALSO I THINK EROS IS SHIPPING US FOR SOME REASON".
*
SIP TEA
You watch the world go by.
*
sip tea
You watch the world go by.
*
Dara the sorceress takes a sip of her tea.
*
The tea says "I heard Dara appreciates a cheeky snog".
*
The tea says "My mate told me".
*
shout "DARA IS THE TEA TELLING THE TRUTH OR NOT"
You shout "DARA IS THE TEA TELLING THE TRUTH OR NOT".
*
Dara the sorceress says "The tea can tell tall tales sometimes.".
*
Dara the sorceress takes a sip of her tea.
*
The tea says "Slander!".
*
"FLEXINGTON VALUES THE CONCEPT OF CONSENT SO FLEXINGTON SHALL REFRAIN FROM DOING ANYTHING UNTOWARD"
Flexington the flexinating swordswoman says "FLEXINGTON VALUES THE CONCEPT OF
CONSENT SO FLEXINGTON SHALL REFRAIN FROM DOING ANYTHING UNTOWARD".
*
Hovering before you is Eros, wearing a blindfold.
*
Dara the sorceress nods.
*
"ZHE DOES NOT WISH TO APPEAR ON A PARTICULAR REGISTER"
Flexington the flexinating swordswoman says "ZHE DOES NOT WISH TO APPEAR ON A
PARTICULAR REGISTER".
*
SIP TEA
You watch the world go by.
*
Pyrefire the necromancer has just arrived.
*
WAVE
OK, Flexington the flexinating swordswoman waves.
*Pyrefire the necromancer has given Dara the sorceress a great big snog!
*
"GREETINGS!"
Flexington the flexinating swordswoman exclaims "GREETINGS!".
*
The tea says "I never lie...".
*
"TEA I HAVE A QUESTION FOR YOU"
Flexington the flexinating swordswoman says "TEA I HAVE A QUESTION FOR YOU".
*
Galandra the heroine has just arrived.
*
Galandra the heroine has just left.
*
The tea says "Go for it".
*
"IS THE RIEMANN HYPOTHESIS TRUE OR FALSE"
Flexington the flexinating swordswoman says "IS THE RIEMANN HYPOTHESIS TRUE OR
FALSE".
*
The tea says "only at the negative even integers and complex numbers...".
*
Dara the sorceress takes a sip of her tea.
*
sip tea
You watch the world go by.
*
Dara the sorceress says "Well, that was a question I wasn't expecting.".
*
"SAME!"
Flexington the flexinating swordswoman exclaims "SAME!".
*
Dara the sorceress takes a sip of her tea.
*
"FLEXINGTON'S FINAL BRAIN CELL HAS SADLY PASSED AWAY"
Flexington the flexinating swordswoman says "FLEXINGTON'S FINAL BRAIN CELL HAS
SADLY PASSED AWAY".
*
SIP TEA
You watch the world go by.
*
Dara the sorceress says "Oh dear...".
*
"OH YEAH!"
Flexington the flexinating swordswoman exclaims "OH YEAH!".
*
L
Elizabethan tearoom.
Dara the sorceress is here holding a cup of tea.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means) holding a cup of tea.
*
SIP TEA
You watch the world go by.
*
+- No input within the past 4 minutes. Do something! -+
SIP TEA
You watch the world go by.
*
Eros says "Wasted my last arrow... so glad im blinded.".
*
shout "OOF"
You shout "OOF".
*
Dara the sorceress nods.
*
"FLEXINGTON HAS COMPLETELY FORGOTTEN WHAT ZHE WAS DOING"
Flexington the flexinating swordswoman says "FLEXINGTON HAS COMPLETELY
FORGOTTEN WHAT ZHE WAS DOING".
*
qs
Flexington the flexinating swordswoman
eff str 80 eff dex 87 sta 100/100 pts 2,895 gam 22
*
"[MODEM WHIRRING AND BEEPING NOISE]"
Flexington the flexinating swordswoman says "[MODEM WHIRRING AND BEEPING
NOISE]".
*
"ACTUALLY WAIT FLEXINGTON THINKS ZHE REMEMBERS NOW"
Flexington the flexinating swordswoman says "ACTUALLY WAIT FLEXINGTON THINKS
ZHE REMEMBERS NOW".
*
KISS DARA
You give Dara the sorceress a great big kiss!
Your heart goes all a-flutter!
(Persona saved on +50 = 2,945).
*
Eros has just passed on.
*
Dara drops the great big kiss.
*
"FS IN CHAT"
Flexington the flexinating swordswoman says "FS IN CHAT".
*
Hovering before you is Eros, wearing a blindfold.
*
Out of nowhere, Eros suddenly produces a bow and looses an arrow straight at
your heart! It's a direct hit, but almost immediately the missile disappears!
You feel a strange longing...
Your stamina has fallen from 100 to 96.
Eros gives a satisfied smile, and flies away.
The name "Drizzle" pops into your head.
*
"WAIT DIDN'T EROS ALREADY USE THEIR LAST ARROW"
Flexington the flexinating swordswoman says "WAIT DIDN'T EROS ALREADY USE
THEIR LAST ARROW".
*
Firedemon the dark wizard waves.
*
Drizzle the wobbly mage waves.
*
WAVE
OK, Flexington the flexinating swordswoman waves.
*
Suddenly, you hear a blow, as Firedemon the dark wizard gives Drizzle the
wobbly mage a painful slap!
*A mantle of golden, glowing flame envelops Drizzle the wobbly mage!
*
L
Elizabethan tearoom.
Firedemon the dark wizard is here, planning your demise.
Dara the sorceress is here holding a cup of tea.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means) holding a cup of tea.
*
Drizzle the wobbly mage sighs.
*
Firedemon the dark wizard smirks.
*
"IS THAT A GOOD THING OR A BAD THING"
Flexington the flexinating swordswoman says "IS THAT A GOOD THING OR A BAD
THING".
*
Dara the sorceress smiles.
*
SIP TEA
You watch the world go by.
*
Firedemon the dark wizard says "It was an accident...".
*
Drizzle the wobbly mage emits a bright magenta flash of light.
*
EAT POPCORN
I don't know the word "popcorn".
*
L
Elizabethan tearoom.
Firedemon the dark wizard is here, planning your demise.
Dara the sorceress is here holding a cup of tea.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means) holding a cup of tea.
*
Firedemon the dark wizard has just disappeared in a puff of smoke.
*
Dara the sorceress coughs.
*
With an evil smile, Firedemon the dark wizard suddenly appears before you!
*
"OW OUCH OWIE OOF MY ASTHMA"
Flexington the flexinating swordswoman says "OW OUCH OWIE OOF MY ASTHMA".
*
L
Elizabethan tearoom.
*
With grace and dignity, Firedemon the dark wizard stumbles into the magical
portal.
*
L
Elizabethan tearoom.
This cosy, Tudor period room is where all MUD adventures start. Its exposed
oak beams and soft, velvet-covered furniture provide it with the ideal
atmosphere in which to relax before venturing out into that strange, timeless
realm. A sense of decency and decorum prevails, and a feeling of kinship with
those who, like you, seek their destiny in The Land. When you are suitably
composed, you may enter that domain by stepping through an opening to the
north; however, you are welcome to stay here for as long as you like, sipping
tea and watching the world go by.
Dara the sorceress is here holding a cup of tea.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means) holding a cup of tea.
*
With a sinister aura, Firedemon the dark wizard appears from the depths.
*
Firedemon the dark wizard rewaves.
*
"OH HELLO AGAIN FIREDEMON"
Flexington the flexinating swordswoman says "OH HELLO AGAIN FIREDEMON".
*
WAVE
OK, Flexington the flexinating swordswoman waves.
*
Dara the sorceress waves.
*
Dara the sorceress has just left.
*
A brown-haired woman dressed in maroon robes appears in the room. She clearly
has been here for some time, unseen. But now Zalagar the wistful witch has
made her presence known to everyone in the area.
*
Zalagar the wistful witch smiles.
*
Zalagar the wistful witch exclaims "HI!".
*
"HELLO AGAIN ZALAGAR!"
Flexington the flexinating swordswoman exclaims "HELLO AGAIN ZALAGAR!".
*
Firedemon the dark wizard says "Howdy!".
*
Firedemon the dark witch grins.
*
Firedemon the dark wizard has just disappeared in a puff of smoke.
*
Drizzle the wobbly mage has just left.
Conference room.
You are situated in a fine, Edwardian-period conference room, its perfect
acoustics and lack of distractions being ideal for private, cosy chats.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means).
Firedemon the dark wizard is here, planning your demise.
*
sip tea
I don't know to what "tea" you're referring.
*
"IS THIS A GOOD THING OR A BAD THING"
Flexington the flexinating swordswoman says "IS THIS A GOOD THING OR A BAD
THING".
*
Firedemon the dark wizard has eaten a glass bottle15.
*
Standing here is a stoppered glass bottle marked: "gin".
A stoppered bottle marked: "mead" stands here.
A magnum sits before you, stoppered, and marked: "champagne".
A balthazar sits before you, stoppered, and marked: "champagne".
Standing here is a stoppered glass bottle marked: "champagne".
A methuselah sits before you, stoppered, and marked: "champagne".
An elegant wine bottle rests here, stoppered, and marked: "rum".
Nearby stands a small, squarish bottle, stoppered, and marked: "bourbon".
*
"THATS A DECENT QUANTITY OF BOOZE"
Flexington the flexinating swordswoman says "THATS A DECENT QUANTITY OF BOOZE".
*
TAKE MEAD
I don't know to what "mead" you're referring.
*
L
Conference room.
You are situated in a fine, Edwardian-period conference room, its perfect
acoustics and lack of distractions being ideal for private, cosy chats. Nearby
stands a small, squarish bottle, stoppered, and marked: "bourbon". The glass
bottle11 contains bourbon. An elegant wine bottle rests here, stoppered, and
marked: "rum". The glass bottle10 contains rum. A methuselah sits before you,
stoppered, and marked: "champagne". The methuselah contains champagne.
Standing here is a stoppered glass bottle marked: "champagne". The glass
bottle4 contains champagne. A balthazar sits before you, stoppered, and
marked: "champagne". The balthazar contains champagne. A magnum sits before
you, stoppered, and marked: "champagne". The magnum contains champagne. A
stoppered bottle marked: "mead" stands here. The glass bottle12 contains mead.
Standing here is a stoppered glass bottle marked: "gin". The glass bottle13
contains gin.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means).
Firedemon the dark wizard is here, planning your demise.
*
TAKE BOTTLE12
Glass bottle12 taken.
*
"SO UHH"
Flexington the flexinating swordswoman says "SO UHH".
*
"YA LIKE JAZZ?"
Flexington the flexinating swordswoman asks "YA LIKE JAZZ?".
*
SIP MEAD
I don't know to what "mead" you're referring.
*
Drizzle doesn't particularly.
*
OPEN BOTTLE
The glass bottle12 opens...
The glass bottle13 opens...
The magnum opens...
The balthazar opens...
The glass bottle4 opens...
The methuselah opens...
The glass bottle10 opens...
The glass bottle11 opens...
*
CLOSE BOTTLE
The glass bottle12 is now closed.
The glass bottle13 is now closed.
The magnum is now closed.
The balthazar is now closed.
The glass bottle4 is now closed.
The methuselah is now closed.
The glass bottle10 is now closed.
The glass bottle11 is now closed.
*
I
You are carrying the following:
the glass bottle12.
The glass bottle12 contains:
mead.
Weight carried: 1kg 21g/80kg.
Objects carried: 1/10.
*
OPEN BOTTLE12
The glass bottle12 opens...
*
SIP MEAD
It tastes of mead.
*
CLOSE BOTTLE12
The glass bottle12 is now closed.
*
L
Conference room.
You are situated in a fine, Edwardian-period conference room, its perfect
acoustics and lack of distractions being ideal for private, cosy chats. Nearby
stands a small, squarish bottle, stoppered, and marked: "bourbon". The glass
bottle11 contains bourbon. An elegant wine bottle rests here, stoppered, and
marked: "rum". The glass bottle10 contains rum. A methuselah sits before you,
stoppered, and marked: "champagne". The methuselah contains champagne.
Standing here is a stoppered glass bottle marked: "champagne". The glass
bottle4 contains champagne. A balthazar sits before you, stoppered, and
marked: "champagne". The balthazar contains champagne. A magnum sits before
you, stoppered, and marked: "champagne". The magnum contains champagne.
Standing here is a stoppered glass bottle marked: "gin". The glass bottle13
contains gin.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means).
Firedemon the dark wizard is here, planning your demise.
*
Firedemon the dark wizard has opened the glass bottle13.
Firedemon the dark wizard has opened the magnum.
Firedemon the dark wizard has opened the balthazar.
Firedemon the dark wizard has opened the glass bottle4.
Firedemon the dark wizard has opened the methuselah.
Firedemon the dark wizard has opened the glass bottle10.
Firedemon the dark wizard has opened the glass bottle11.
*
Firedemon the dark wizard has drunk some rum.
*
SIP MEAD
I don't know to what "mead" you're referring.
*
OPEN BOTTLE12
The glass bottle12 opens...
*
SIP MEAD
It tastes of mead.
*
CLOSE BOTTLE12
The glass bottle12 is now closed.
*
l
Conference room.
You are situated in a fine, Edwardian-period conference room, its perfect
acoustics and lack of distractions being ideal for private, cosy chats. Nearby
stands a small, squarish bottle, opened, and marked: "bourbon". The glass
bottle11 contains bourbon. An elegant wine bottle rests here, opened, and
marked: "rum". A methuselah sits before you, opened, and marked: "champagne".
The methuselah contains champagne. Standing here is an opened glass bottle
marked: "champagne". The glass bottle4 contains champagne. A balthazar sits
before you, opened, and marked: "champagne". The balthazar contains champagne.
A magnum sits before you, opened, and marked: "champagne". The magnum contains
champagne. Standing here is an opened glass bottle marked: "gin". The glass
bottle13 contains gin.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means).
Firedemon the dark wizard is here, planning your demise.
*
Firedemon the dark wizard has just disappeared in a puff of smoke.
*
With an evil smile, Firedemon the dark wizard suddenly appears before you!
*
"HUH"
Flexington the flexinating swordswoman says "HUH".
*
Gleaming in front of you is a magnificent crown!
*l
Conference room.
You are situated in a fine, Edwardian-period conference room, its perfect
acoustics and lack of distractions being ideal for private, cosy chats.
Gleaming in front of you is a magnificent crown! Nearby stands a small,
squarish bottle, opened, and marked: "bourbon". The glass bottle11 contains
bourbon. An elegant wine bottle rests here, opened, and marked: "rum". A
methuselah sits before you, opened, and marked: "champagne". The methuselah
contains champagne. Standing here is an opened glass bottle marked:
"champagne". The glass bottle4 contains champagne. A balthazar sits before
you, opened, and marked: "champagne". The balthazar contains champagne. A
magnum sits before you, opened, and marked: "champagne". The magnum contains
champagne. Standing here is an opened glass bottle marked: "gin". The glass
bottle13 contains gin.
Firedemon the dark wizard is here, planning your demise.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means).
*
val crown
The value of the crown is 0 points.
*
take crown
Crown taken.
*
Firedemon the dark wizard has just disappeared in a puff of smoke.
*
"NICE HAT"
Flexington the flexinating swordswoman says "NICE HAT".
*With an evil smile, Firedemon the dark wizard suddenly appears before you!
*
I
You are carrying the following:
the crown and the glass bottle12.
The glass bottle12 contains:
mead.
Weight carried: 2kg 521g/80kg.
Objects carried: 2/10.
*
LOOK CROWN
You see a crown.
The crown looks in as good a condition as it's ever likely to be.
*
Firedemon the dark wizard puts on the crown.
*
I
You are carrying the following:
the crown and the glass bottle12.
The glass bottle12 contains:
mead.
Weight carried: 2kg 521g/80kg.
Objects carried: 2/10.
*
LOOK FIREDEMON
Firedemon the dark wizard looks full of life, and is wearing the following:
the crown.
Firedemon the dark wizard is also holding:
nothing.
*
"NICE"
Flexington the flexinating swordswoman says "NICE".
*
VAL BOTTLE
The value of the glass bottle12 is 1 point.
The value of the glass bottle13 is 40 points.
The value of the magnum is 108 points.
The value of the balthazar is 864 points.
The value of the glass bottle4 is 27 points.
The value of the methuselah is 324 points.
The value of the glass bottle10 is 0 points.
The value of the glass bottle11 is 9 points.
*
TAKE BALTHAZAR
Balthazar taken.
*
Firedemon the dark wizard puts on the cape.
Firedemon the dark wizard puts on the ring1.
Firedemon the dark wizard puts on the ring6.
Firedemon the dark wizard puts on the ring8.
*
TAKE MAGNUM
Magnum taken.
*
TAKE METHUSELAH
Methuselah taken.
*
I
You are carrying the following:
the methuselah, the magnum, the balthazar, the crown and the glass
bottle12.
The methuselah contains:
champagne.
The magnum contains:
champagne.
The balthazar contains:
champagne.
The glass bottle12 contains:
mead.
Weight carried: 32kg 521g/80kg.
Objects carried: 5/10.
*
L
Conference room.
You are situated in a fine, Edwardian-period conference room, its perfect
acoustics and lack of distractions being ideal for private, cosy chats. Nearby
stands a small, squarish bottle, opened, and marked: "bourbon". The glass
bottle11 contains bourbon. An elegant wine bottle rests here, opened, and
marked: "rum". Standing here is an opened glass bottle marked: "champagne".
The glass bottle4 contains champagne. Standing here is an opened glass bottle
marked: "gin". The glass bottle13 contains gin.
Firedemon the dark wizard is here, planning your demise wearing a ring8, a
cape and a crown, and carrying a dragon, a nosering, 3 finger rings and a
nightcap.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means).
*
"NICE DRIP YOU HAVE THERE"
Flexington the flexinating swordswoman says "NICE DRIP YOU HAVE THERE".
*
Zalagar the wistful witch appears in the current time and place.
*
Firedemon the dark wizard bows.
*
Zalagar the wistful witch says "Ah, this is a soundproofed room.".
*
"HELLO ZALAGAR"
Flexington the flexinating swordswoman says "HELLO ZALAGAR".
*
Firedemon the dark wizard pokes the dragon.
*
Zalagar the wistful witch says "Meaning no matter how loud we shout here, the
rest of The Land won't hear it.".
*
Firedemon the dark wizard nods.
*
"FLEXINGTON HAS NO IDEA WHAT IS GOING ON"
Flexington the flexinating swordswoman says "FLEXINGTON HAS NO IDEA WHAT IS
GOING ON".
*
Firedemon the dark wizard says "limbo works better :D".
*
L
Conference room.
You are situated in a fine, Edwardian-period conference room, its perfect
acoustics and lack of distractions being ideal for private, cosy chats. Nearby
stands a small, squarish bottle, opened, and marked: "bourbon". The glass
bottle11 contains bourbon. An elegant wine bottle rests here, opened, and
marked: "rum". Standing here is an opened glass bottle marked: "champagne".
The glass bottle4 contains champagne. Standing here is an opened glass bottle
marked: "gin". The glass bottle13 contains gin.
Her brown hair pinned up and her maroon sorceress/witch robes cleaned from
magical dust via magical means, Zalagar the wistful witch observes events both
here and elsewhere.
Firedemon the dark wizard is here, planning your demise wearing a ring8, a
cape and a crown, and carrying a dragon, a nosering, 3 finger rings and a
nightcap.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means).
*
An old top has been left close by.
*
LOOK TOP
You see a top.
The top looks to be in relatively good condition.
*
VAL TOP
The value of the top is -9 points.
*
SPIN TOP
You're not holding a top!
*
TAKE TOP, SPIN TOP
Top taken.
*The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*
"HAHA FUNNY TOP GO WHEE"
Flexington the flexinating swordswoman says "HAHA FUNNY TOP GO WHEE".
*
LOOK TOP
You see a top.
The top looks to be in relatively good condition.
*
TAKE TOP, SPIN TOP
Top taken.
*The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*
LOOK TOP
You see a top.
The top looks to have some damage.
*
TAKE TOP, SPIN TOP, LOOK TOP
Top taken.
*The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*You see a top.
The top looks to have some damage.
*
TAKE TOP, SPIN TOP, LOOK TOP
Top taken.
*The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*You see a top.
The top looks to have some damage.
*
TAKE TOP, SPIN TOP, LOOK TOP
Top taken.
*The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*You see a top.
The top looks to be in relatively bad condition.
*
TAKE TOP, SPIN TOP, LOOK TOP
Top taken.
*The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*You see a top.
The top looks to be in relatively bad condition.
*
TAKE TOP, SPIN TOP, LOOK TOP
Top taken.
*The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*You see a top.
The top looks close to destruction.
*
TAKE TOP
Top taken.
*
GENTLY SPIN TOP
I don't know the word "gently".
*
SPIN TOP SLOWLY
I don't know the word "slowly".
*
SPIN TOP
The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*
SPIN TOP
You're not holding a top!
*
I
You are carrying the following:
the methuselah, the magnum, the balthazar, the crown and the glass
bottle12.
The methuselah contains:
champagne.
The magnum contains:
champagne.
The balthazar contains:
champagne.
The glass bottle12 contains:
mead.
Weight carried: 32kg 521g/80kg.
Objects carried: 5/10.
*
L
Conference room.
You are situated in a fine, Edwardian-period conference room, its perfect
acoustics and lack of distractions being ideal for private, cosy chats. An old
top has been left close by. Nearby stands a small, squarish bottle, opened,
and marked: "bourbon". The glass bottle11 contains bourbon. An elegant wine
bottle rests here, opened, and marked: "rum". Standing here is an opened glass
bottle marked: "champagne". The glass bottle4 contains champagne. Standing
here is an opened glass bottle marked: "gin". The glass bottle13 contains gin.
Her brown hair pinned up and her maroon sorceress/witch robes cleaned from
magical dust via magical means, Zalagar the wistful witch observes events both
here and elsewhere.
Firedemon the dark wizard is here, planning your demise wearing a ring8, a
cape and a crown, and carrying a dragon, a nosering, 3 finger rings and a
nightcap.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means).
*
TAKE TOP, SPIN TOP, LOOK TOP
Top taken.
*The top falls to pieces.
*I don't know to what "top" you're referring.
*
Drizzle the wobbly mage wobbles.
*
"REST IN PIECES, TOP"
Flexington the flexinating swordswoman says "REST IN PIECES, TOP".
*
"7/7/23-7/7/23"
Flexington the flexinating swordswoman says "7/7/23-7/7/23".
*
"IT SPEEN"
Flexington the flexinating swordswoman says "IT SPEEN".
*
MOURN TOP
OK, Flexington the flexinating swordswoman mourns, TOP
*
"GONE TOO SOON"
Flexington the flexinating swordswoman says "GONE TOO SOON".
*
An old top has been left close by.
*
"HOLY CUNGADERO!"
Flexington the flexinating swordswoman exclaims "HOLY CUNGADERO!".
*
LOOK TOP
You see a top.
The top looks to be in relatively good condition.
*
TAKE TOP
Top taken.
*
SPIN TOP
The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*Zalagar the wistful witch asks "cungadero?".
*
"YES"
Flexington the flexinating swordswoman says "YES".
*
"FLEXINGTON LEARNED THAT ONE FROM EV3RY BUDDY'S FAVORITE [[NUMBER 1 RATED SALESMAN 1997]]!"
Flexington the flexinating swordswoman exclaims "FLEXINGTON LEARNED THAT ONE
FROM EV3RY BUDDY'S FAVORITE [[NUMBER 1 RATED SALESMAN 1997]]!".
*
TAKE TOP, SPIN TOP
Top taken.
*The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*
"SPEEN :3"
Flexington the flexinating swordswoman says "SPEEN :3".
*
TAKE TOP, SPIN TOP
Top taken.
*The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*
TAKE TOP, SPIN TOP
Top taken.
*The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*
TAKE TOP, SPIN TOP
Top taken.
*The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*
TAKE TOP, SPIN TOP
Top taken.
*The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*
LOOK TOP
You see a top.
The top looks to be in relatively bad condition.
*
TAKE TOP, SPIN TOP
Top taken.
*The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*
TAKE TOP, SPIN TOP
Top taken.
*The top starts to spin!
It spins from your grasp, and you can no longer hold it!
Top dropped.
*
TAKE TOP, SPIN TOP
Top taken.
*The top falls to pieces.
*
"GONE TOO SOON"
Flexington the flexinating swordswoman says "GONE TOO SOON".
*
"AGAIN"
Flexington the flexinating swordswoman says "AGAIN".
*
MOURN TOP NUMBER 2
OK, Flexington the flexinating swordswoman mourns, TOP NUMBER 2
*
i
You are carrying the following:
the methuselah, the magnum, the balthazar, the crown and the glass
bottle12.
The methuselah contains:
champagne.
The magnum contains:
champagne.
The balthazar contains:
champagne.
The glass bottle12 contains:
mead.
Weight carried: 32kg 521g/80kg.
Objects carried: 5/10.
*
open bottle12
The glass bottle12 opens...
*
sip mead
It tastes of mead.
*
close bottle12
The glass bottle12 is now closed.
*
"INTERESTING ROOM, ALL THINGS CONSIDERED."
Flexington the flexinating swordswoman says "INTERESTING ROOM, ALL THINGS
CONSIDERED.".
*
WEAR CROWN, ZW
Very becoming!
*You are waylaid in a treacherous swamp.
It is raining.
*
DROP CROWN
Crown dropped.
The crown sinks...
*
I
You are carrying the following:
the methuselah, the magnum, the balthazar and the glass bottle12.
The methuselah contains:
champagne.
The magnum contains:
champagne.
The balthazar contains:
champagne.
The glass bottle12 contains:
mead.
Weight carried: 31kg 21g/80kg.
Objects carried: 4/10.
*
DROP BOTTLE
Glass bottle12 dropped.
The glass bottle12 sinks...
(Persona saved on +1 = 2,946).
Balthazar dropped.
The balthazar sinks...
You have changed experience level from swordswoman to heroine.
(Persona saved on +864 = 3,810).
Magnum dropped.
The magnum sinks...
(Persona saved on +108 = 3,918).
Methuselah dropped.
The methuselah sinks...
(Persona saved on +324 = 4,242).
*
"HOLY CUNGADERO!"
Flexington the flexinating heroine exclaims "HOLY CUNGADERO!".
Because you can't see anyone else here, it may be that you are speaking to
yourself...
*
Zalagar the wistful witch appears in the current time and place.
*
wave
OK, Flexington the flexinating heroine waves.
*
Zalagar the wistful witch nods.
*
*
nw
South pasture.
All about you is a pleasant pasture. To the north is a fast flowing stream,
and to the south is forest. Westwards is a thundering waterfall. It is
raining. A suspicious-looking individual lurks nearby. The thief is carrying a
freesia, a carnation, a marigold, a gerbera, an iris, a dahlia and a dagger0.
*The thief hurries off.
*
ne
Rapids.
You are on the bank of some dangerous rapids. Beyond them to the east the
river goes underground; to the west it continues out of sight, and you can
hear a thundering of falling water from that direction. To the south can be
seen (and smelled!) a fuming swamp, and southeast is a small pond. It is
raining. An enraged ape (ape11) snarls at you, wildly.
*
Zalagar the wistful witch appears in the current time and place.
*out
Your way is blocked by the ape11.
*
The ape11 ambles away.
*
Zalagar the wistful witch vanishes without either a flash of light or a puff
of smoke, in response to complaints about such things briefly affecting
others' vision.
*
It has stopped raining.
*
"VERY CONSCIENTIOUS DISAPPEARANCE METHOD, ZALAGAR"
Flexington the flexinating heroine says "VERY CONSCIENTIOUS DISAPPEARANCE
METHOD, ZALAGAR".
Because you can't see anyone else here, it may be that you are speaking to
yourself...
*
QQ
Cheerio!
Overall, you scored 1,347 points this game.
Option (H for help):
p
MUD version 4E.
Copyright (C) 1991-2023
Multi-User Entertainment Ltd.
Licensed (number 57009120) to Richard Underwood.
Your last game of MUD began on 6-JUL-2023 at 23:37:30.
MUD last reset on 6-JUL-2023 at 23:37:14.
This reset is number 111245.
The personae available to you are:
(1) Flexington,
**Unused**,
**Unused**.
By what name shall I call you (Q to quit)?
*
Flexington
Elizabethan tearoom.
This cosy, Tudor period room is where all MUD adventures start. Its exposed
oak beams and soft, velvet-covered furniture provide it with the ideal
atmosphere in which to relax before venturing out into that strange, timeless
realm. A sense of decency and decorum prevails, and a feeling of kinship with
those who, like you, seek their destiny in The Land. When you are suitably
composed, you may enter that domain by stepping through an opening to the
north; however, you are welcome to stay here for as long as you like, sipping
tea and watching the world go by.
Dara the sorceress is here holding a cup of tea.
Players:
Firedemon the dark wizard
Zalagar the wistful witch
Flexington the loud heroine
Dara the sorceress
Drizzle the wobbly mage
*
sip tea
You watch the world go by.
*
Dara the sorceress nods.
*
Dara the sorceress takes a sip of her tea.
*wave
OK, Flexington the loud heroine waves.
*
"THAT WAS MILDLY CONFUSING"
Flexington the loud heroine says "THAT WAS MILDLY CONFUSING".
*
You now feel up to attacking other players, should you so desire.
*
In the distance, you hear an explosive WHOOSH!
*
Dara the sorceress nods.
*"OH DEAR"
Flexington the loud heroine says "OH DEAR".
*
Dara the sorceress says "I think someone was careless with open flames.".
*
"SOUNDS LIKE SOMEONE DID A SCIENCE TO ME"
Flexington the loud heroine says "SOUNDS LIKE SOMEONE DID A SCIENCE TO ME".
*
Zalagar the wistful witch shouts "Doom room? What about a Quake room? And a
Wolfenstein 3D room? :)".
*
Doom room.
As soon as you enter, a section of floor gives way and you find yourself
falling into a pit. The finely-balanced rock slides back above your head, and
you realise you are trapped...
Drizzle the doomed mage continues to be the ultimate pelican crossing
(whatever that means).
Firedemon the dark wizard is here, planning your demise wearing a ring8, a
cape and a crown, and carrying a dragon, a nosering, 3 finger rings and a
nightcap.
*You are magically transported, and find yourself in the place known as
"Elizabethan tearoom".
Elizabethan tearoom.
This cosy, Tudor period room is where all MUD adventures start. Its exposed
oak beams and soft, velvet-covered furniture provide it with the ideal
atmosphere in which to relax before venturing out into that strange, timeless
realm. A sense of decency and decorum prevails, and a feeling of kinship with
those who, like you, seek their destiny in The Land. When you are suitably
composed, you may enter that domain by stepping through an opening to the
north; however, you are welcome to stay here for as long as you like, sipping
tea and watching the world go by.
Dara the sorceress is here holding a cup of tea.
*Drizzle the doomed mage has just arrived.
*"SUPER MARIO 64 ROOM"
Flexington the doomed heroine says "SUPER MARIO 64 ROOM".
*
With an evil smile, Firedemon the dark wizard suddenly appears before you!
*
"ADD BJLING TO MUDII"
Flexington the doomed heroine says "ADD BJLING TO MUDII".
*
Dara the sorceress says "Super Mario 64 isn't a first-person shooter.".
*
"GOLDENEYE 64 ROOM"
Flexington the doomed heroine says "GOLDENEYE 64 ROOM".
*
Dara the sorceress says "Those other games references are classics in that
genre.".
*
"ADD LOOKING DOWN AT THE GROUND TO RUN FASTER TO MUDII"
Flexington the doomed heroine says "ADD LOOKING DOWN AT THE GROUND TO RUN
FASTER TO MUDII".
*
Dara looks confused.
*
Dara the sorceress says "I'm not sure what you mean by that.".
*
"GENUINE GOLDENEYE 64 SPEEDRUN STRATS"
Flexington the doomed heroine says "GENUINE GOLDENEYE 64 SPEEDRUN STRATS".
*
"LOOKING AT THE GROUND SAVES TIME BY REDUCING LAG (MUCH FEWER POLYGONS TO RENDER)"
Flexington the doomed heroine says "LOOKING AT THE GROUND SAVES TIME BY
REDUCING LAG (MUCH FEWER POLYGONS TO RENDER)".
*
Dara the sorceress nods.
*
Dara the sorceress says "Ah.".
*
Dara the sorceress says "Well, MUD2 isn't a graphical game so it doesn't have
to worry about that.".
*
Drizzle renders some polygons.
*
"HOLY CUNGADERO!"
Flexington the doomed heroine exclaims "HOLY CUNGADERO!".
*
Yeheyyy! Santa Claus is here!
*
Santa Claus says "Ho ho ho!".
*
Santa Claus says "Ho ho ho!".
*
"OH HELLO SANTA CLAUS"
Flexington the doomed heroine says "OH HELLO SANTA CLAUS".
*
Santa Claus strolls away.
*
"FAREWELL SANTA"
Flexington the doomed heroine says "FAREWELL SANTA".
*
Drizzle the doomed mage sings "Wreck the halls with loads of trolleys!".
*
"FALALALALA LALA LA LA"
Flexington the doomed heroine says "FALALALALA LALA LA LA".
*
A beautiful, dark-haired maiden stands before you.
*
"GREETINGS BEAUTIFUL DARK-HAIRED MAIDEN"
Flexington the doomed heroine says "GREETINGS BEAUTIFUL DARK-HAIRED MAIDEN".
*
"FLEXINGTON SURE HOPES NOTHING WACKY AND OR UNCHARACTERISTIC HAPPENS"
Flexington the doomed heroine says "FLEXINGTON SURE HOPES NOTHING WACKY AND OR
UNCHARACTERISTIC HAPPENS".
*
A beautiful, Chinese phoenix circles the room, watching you with cold,
inscrutable eyes.
*
"BIRB!"
Flexington the doomed heroine exclaims "BIRB!".
*
Rootling about happily by your feet is a small hedgehog.
*
Drizzle the doomed mage gives the hedgehog a good shake.
*
An enormous spider stands before you!
*
Drizzle the doomed mage gives the spider a good shake.
*
Standing resolutely before you is a huge, one-eyed giant!
*
You hear a loud THUD, as the giant0 walks into the wall.
*
The hedgehog rootles off.
*
Drizzle the doomed mage gives the maiden a good shake.
*
Drizzle the doomed mage gives the giant0 a good shake.
*
Before you crouches the dangerously powerful form of a regal tiger.
*
The giant0 looks for someone to scrunch up and fold into a ball, and then
throw through a basketball hoop while whistling the Harlem Globetrotters theme.
*
Beating its enormous wings above you is an immense, fire-breathing dragon!
*
The giant0 stomps off.
*
Dara the sorceress says "Try ENTER THE DRAGON. :)".
*
"IS THIS A SEX THING"
Flexington the doomed heroine says "IS THIS A SEX THING".
*
Firedemon the dark wizard has given you the coal.
*
"OH OK"
Flexington the doomed heroine says "OH OK".
*
Dara the sorceress says "No. It's a pop culture reference.".
*
ENTER THE DRAGON
Well, I'll say this for you martial arts experts, you're certainly brave!
*
FEED DRAGON COAL
The dragon starts to devour the coal. Seemed to enjoy it!
The dragon has eaten a coal.
*
Firedemon the dark wizard laughs.
*
Dara the sorceress says "You can try to KISS DRAGON, though. :)".
*
KISS DRAGON
Are you trying to get burned or something? That beastie's HOT!
*
Drizzle the doomed mage gives the dragon a good shake.
*
Firedemon the dark wizard has eaten a maiden.
The maiden has just passed on.
*
Drizzle the doomed mage exclaims "It's strange that I can't kiss the dragon,
but I can shake it!".
*
Firedemon the dark wizard burps.
*
A large, bad-tempered grizzly bear is foraging here.
*
Firedemon the dark wizard has eaten a grizzly.
The grizzly has just passed on.
*
dance polka with dragon
You invite the dragon to dance a polka with you.
*
By your feet, a black chicken stares at you with a yellow eye.
Strutting around aimlessly is a white chicken.
A brown chicken is here, pecking at the floor.
*
Firedemon the dark wizard has eaten a black chicken2.
The black chicken2 has just passed on.
Firedemon the dark wizard has eaten a white chicken1.
Firedemon the dark wizard has eaten a brown chicken0.
The brown chicken0 has just passed on.
*
Dara the sorceress says "Mmm.".
*
Drizzle the doomed mage gives the phoenix a good shake.
*
"CHIMKEN
Flexington the doomed heroine says "CHIMKEN".
*
Firedemon the dark wizard says "Need to get tid of my 34 million points, not
add to then >_<".
*
HUG DRAGON
Are you trying to get burned or something? That beastie's HOT!
*
Firedemon the dark wizard says "rid**".
*
Firedemon the dark wizard says "them** - kill me".
*
"FLEXINGTON IS NOT SURE IF THAT WOULD BE A GOOD IDEA"
Flexington the doomed heroine says "FLEXINGTON IS NOT SURE IF THAT WOULD BE A
GOOD IDEA".
*
Firedemon the dark wizard says "Type val firedemon".
*
VAL FIREDEMON
The value of Firedemon the dark wizard is 6,776,178 points (6,774,178 points
basic, 2,000 points in bounty).
*
Dara the sorceress wonders, why Firedemon still has a bounty.
*
"LODS OF EPONT"
Flexington the doomed heroine says "LODS OF EPONT".
*
"WHASSAT SPELL"
Flexington the doomed heroine says "WHASSAT SPELL".
*
"LOADS'A'POINTS (PROB'LY)"
Flexington the doomed heroine says "LOADS'A'POINTS (PROB'LY)".
*
Firedemon the dark wizard says "I'm the only wizard who has a hitlist out on
him lol".
*
Firedemon the dark wizard blames hawumph
*
The dragon suddenly looks exceptionally unwell and flops to the ground in a
heap.
You hear the terrible RHOAAAUUUAURRRRGGGGGGHGHHHGHHHH of a dragon dying.
You have completed a Task. This makes a total of 1.
(Persona saved on +100 = 4,342).
(Persona saved on +975 = 5,317).
The dragon has just passed on.
*
"HI THE ONLY WIZARD WHO HAS A HITLIST OUT ON HIM LOL, FLEXINGTON IS FLEXINGTON"
Flexington the dragon-slaying, doomed heroine says "HI THE ONLY WIZARD WHO HAS
A HITLIST OUT ON HIM LOL, FLEXINGTON IS FLEXINGTON".
*
A male voice in the distance shouts "ozeps".
*
Dara the sorceress exclaims "Wow!".
*
Dara the sorceress says "Not often you see the dragon drop dead in front of
you.".
*
Firedemon the dark wizard has given you the crown.
*"FLEXINGTON HAS NEVER WITNESSED THE DRAGON DYING BEFORE"
Flexington the dragon-slaying, doomed heroine says "FLEXINGTON HAS NEVER
WITNESSED THE DRAGON DYING BEFORE".
*
WEAR CROWN
Very becoming!
*
LOOK CROWN
You see a crown.
The crown looks in as good a condition as it's ever likely to be.
*
VAL CROWN
The value of the crown is 975 points.
*
"HMMMMMMMMMMMMMMMMMMMM"
Flexington the dragon-slaying, doomed heroine says "HMMMMMMMMMMMMMMMMMMMM".
*
With grace and dignity, Firedemon the dark wizard stumbles into the magical
portal.
*
ZW
You step through the opening into a blurred patchwork of greens and browns,
which whirl around you in seemingly aimless patterns until they suddenly slide
into shape...
Dense forest.
You find yourself standing in a section of dense forest, which continues to
the west and southeast. Through the trees to the east can be seen the tower of
what looks to be a belfry, and south is heath. Northwards is a strange, ornate
wall, curiously enlivened by all manner of stylised eastern symbols. A raft,
large enough to carry one person, has been left here. A beautiful, iridescent
firestone (firestone1) glows nearby.
*ZW
Rough heath.
*
ZW
Rough heath.
*
ZW
Valley between mountains.
*
ZW
Badly-paved road.
*ZW
Foothills.
*
ZW
Forested part of south mountain.
A rusty key can be seen here. A large stick lies on the ground.
*
ZW
North lush pasture.
A sweet little daisy chain has fallen here.
*
ZW
West lush pasture.
Standing resolutely before you is a huge, one-eyed giant!
*ZW
You are waylaid in a fuming swamp.
A suspicious-looking individual lurks nearby. The thief is carrying a ring10
and a dagger0. A mist-swathed banshee floats nebulously before you.
*
ZW
You're already here! Have a look around if you don't believe me!
*
The thief has tried to steal your crown...
The thief hurries off.
*
The banshee is approaching you hatefully.
*
DROP CROWN
Crown dropped.
The crown sinks...
You have completed another Task. This makes a total of 2.
(Persona saved on +100 = 5,417).
(Persona saved on +975 = 6,392).
*
You easily parry a puny, low blow by the banshee.
The spiritedness of your well-timed lunge makes the banshee groan.
Damage range: 5-9.
The banshee looks strong.
*
A loose burst by the banshee is only just shunned aside by you.
The banshee is tired by the brutality of your well-disguised thrust.
Damage range: 10-14.
The banshee looks superficially damaged.
The banshee makes some magical gestures.
*
I
You are carrying the following:
nothing.
*
A mis-timed display of courage from the banshee is haphazardly dodged by you.
Your slow assault is comfortably evaded by the banshee.
The banshee makes some magical gestures.
*
QS
Flexington the dragon-slaying, doomed heroine
eff str 90 eff dex 97 sta 100/100 pts 6,392 gam 23
*
You very easily evade a feeble charge from the banshee.
With no difficulty, the banshee kills your rather awkward, frontal attack.
*
You are grieved by the furiousness of a crafty bite from the banshee.
Stamina=90/100.
Your slow, low blow is comfortably shrugged aside by the banshee.
The banshee makes some magical gestures.
*
The banshee makes some magical gestures.
*
You efficiently brush aside a bungled, low blow by the banshee.
You competently strike the banshee with a mediocre example of bravery.
Damage range: 1-4.
The banshee looks slightly weakened.
Standing resolutely before you is a huge, one-eyed giant!
The banshee makes some magical gestures.
*
With ostentatious bravado, you put down a loose attack from the banshee.
The weight of your clean charge makes the banshee groggy.
Damage range: 1-4.
The banshee looks slightly weakened.
*
You skillfully check a dreadful, upward blow by the banshee.
The effort of your well-placed, frontal attack makes the banshee fall
awkwardly.
Damage range: 1-4.
The banshee looks slightly weakened.
*
The giant0 stomps off.
*
You somehow block a careless, downward blow by the banshee.
The banshee is bruised by the spiritedness of your deliberate blow.
Damage range: 5-9.
The banshee looks moderately drained.
The banshee makes some magical gestures.
*
A male voice in the distance shouts "use ls!".
*
The effort of a deliberate charge from the banshee makes you groggy.
Stamina=87/100.
With contempt, the banshee withstands your puny charge.
*
LS
I made no sense of that:
ls[uh?]
I was expecting "ls" to be a verb, but it's a noun.
*
ls
I made no sense of that:
ls[uh?]
I was expecting "ls" to be a verb, but it's a noun.
*
You are indifferently hurt by an exceptional assault from the banshee.
Stamina=78/100.
The heftiness of your fluke, low blow makes the banshee stumble.
Damage range: 1-4.
The banshee looks moderately drained.
*
You are only just struck by a powerful thrust by the banshee.
Stamina=68/100.
The banshee is numbed by the might of your cunning attack.
Damage range: 15-19.
The banshee looks seriously drained.
*
You are adroitly struck by an exceptional bite from the banshee.
Stamina=59/100.
Your clumsy, glancing blow is deliberately ducked by the banshee.
*
The speed of a lucky bite by the banshee makes you dizzy.
Stamina=53/100.
Your telegraphed stroke is capably neutralised by the banshee.
*
SHOUT "LS DOESN'T DO ANYTHING SMH MY HEAD"
You shout "LS DOESN'T DO ANYTHING SMH MY HEAD".
*
A slow piece of fighting by the banshee is comfortably eluded by you.
Your limp, low blow is indifferently withstood by the banshee.
*A male voice in the distance shouts "type us ls".
*
You easily brush aside a puny thrust from the banshee.
Without standing on ceremony, the banshee dodges your rather awkward stroke.
*
A male voice in the distance shouts "use**".
*
US LS
I don't know the word "us".
*
The might of a copybook, upward blow from the banshee makes you fall
to the ground.
Stamina=39/100.
Without standing on ceremony, the banshee resists your badly-aimed attack.
*
FO QQ
I made sense of some of that:
fo[verb]
qq[uh?]
I was expecting "qq" to be an end-of-line, but it's a verb.
*
FO
(Persona saved on -300 = 6,092).
Longsword dropped.
The longsword sinks...
(Persona saved on +15 = 6,107).
You have fled by going out.
West lush pasture.
This is a lush pasture which sprawls at the feet of a majestic mountain to the
north. The pasture continues to the east and southeast, but south and
southwest are forests. West, the pasture ends beside a fuming swamp.
*
QQ
Cheerio!
Overall, you scored 1,865 points this game.
Option (H for help):
P
MUD version 4E.
Copyright (C) 1991-2023
Multi-User Entertainment Ltd.
Licensed (number 57009120) to Richard Underwood.
Your last game of MUD began on 7-JUL-2023 at 00:40:46.
MUD last reset on 6-JUL-2023 at 23:37:14.
This reset is number 111245.
The personae available to you are:
(1) Flexington,
**Unused**,
**Unused**.
By what name shall I call you (Q to quit)?
*
FLEXINGTON
Elizabethan tearoom.
This cosy, Tudor period room is where all MUD adventures start. Its exposed
oak beams and soft, velvet-covered furniture provide it with the ideal
atmosphere in which to relax before venturing out into that strange, timeless
realm. A sense of decency and decorum prevails, and a feeling of kinship with
those who, like you, seek their destiny in The Land. When you are suitably
composed, you may enter that domain by stepping through an opening to the
north; however, you are welcome to stay here for as long as you like, sipping
tea and watching the world go by. Before you crouches the dangerously powerful
form of a regal tiger. An enormous spider stands before you! A beautiful,
Chinese phoenix circles the room, watching you with cold, inscrutable eyes.
Drizzle the doomed mage continues to be the ultimate pelican crossing
(whatever that means) holding a cup of tea.
Dara the sorceress is here holding a cup of tea.
Players:
Flexington the loud heroine
Dara the sorceress
Drizzle the doomed mage
*
"OH"
Flexington the loud heroine says "OH".
*
Standing here is a lifelike statue (statue8) of a giant.
*
sip tea
You watch the world go by.
*
i
You are carrying the following:
a cup of tea.
Weight carried: 200g/90kg.
Objects carried: 1/11.
*
Dara the sorceress says "Don't bother. You're never going to be able to lift
that statue.".
*
look giant
I don't know to what "giant" you're referring.
*
val giant
I don't know to what "giant" you're referring.
*
x
north: Pine forest.
swampward: Dense forest.
*
l
Elizabethan tearoom.
This cosy, Tudor period room is where all MUD adventures start. Its exposed
oak beams and soft, velvet-covered furniture provide it with the ideal
atmosphere in which to relax before venturing out into that strange, timeless
realm. A sense of decency and decorum prevails, and a feeling of kinship with
those who, like you, seek their destiny in The Land. When you are suitably
composed, you may enter that domain by stepping through an opening to the
north; however, you are welcome to stay here for as long as you like, sipping
tea and watching the world go by. Standing here is a lifelike statue (statue8)
of a giant. Before you crouches the dangerously powerful form of a regal
tiger. An enormous spider stands before you! A beautiful, Chinese phoenix
circles the room, watching you with cold, inscrutable eyes.
Drizzle the doomed mage continues to be the ultimate pelican crossing
(whatever that means) holding a cup of tea.
Dara the sorceress is here holding a cup of tea.
*
look statue
You see a lifelike statue8.
The lifelike statue8 looks to be in relatively good condition.
*
val statue
The value of the lifelike statue8 is 505 points.
*
You now feel up to attacking other players, should you so desire.
*
take statue
You can't take the weight of the lifelike statue8.
*
push statue
The lifelike statue8 doesn't budge an inch.
*
"YEP"
Flexington the loud heroine says "YEP".
*
weigh statue
You're not holding a lifelike statue8!
*
Dara the sorceress says "I don't think anyone's going to be able to score 505
points from it.".
*
Someone powerful has picked up something.
*
Strewn before you is a gothic-looking, oppressively black cape.
An embroidered, colourful nightcap has been left here.
An elven-crafted platinum and sapphire ring glistens before you!
A well-worn gold ring lies over to one side.
A stunning, diamond-studded gold ring has been placed here.
A very small, yet magnificently-wrought signet ring lies here, inset with a
skillfully-carved depiction of a dwarfen king.
Down by your feet lies a silver nosering, of the kind sported by bulls.
Standing here is a lifelike statue (statue8) of a giant.
*
Someone powerful has picked up something.
Someone powerful has picked up something.
Someone powerful has picked up something.
Someone powerful has picked up something.
Someone powerful has picked up something.
Someone powerful has picked up something.
Someone powerful has picked up something.
Someone powerful has picked up something.
*
Standing here is a lifelike statue (statue8) of a giant.
*
i
You are carrying the following:
a cup of tea.
Weight carried: 200g/90kg.
Objects carried: 1/11.
*
l
Elizabethan tearoom.
This cosy, Tudor period room is where all MUD adventures start. Its exposed
oak beams and soft, velvet-covered furniture provide it with the ideal
atmosphere in which to relax before venturing out into that strange, timeless
realm. A sense of decency and decorum prevails, and a feeling of kinship with
those who, like you, seek their destiny in The Land. When you are suitably
composed, you may enter that domain by stepping through an opening to the
north; however, you are welcome to stay here for as long as you like, sipping
tea and watching the world go by. Standing here is a lifelike statue (statue8)
of a giant. Before you crouches the dangerously powerful form of a regal
tiger. An enormous spider stands before you! A beautiful, Chinese phoenix
circles the room, watching you with cold, inscrutable eyes.
Drizzle the doomed mage continues to be the ultimate pelican crossing
(whatever that means) holding a cup of tea.
Dara the sorceress is here holding a cup of tea.
*
qs
Flexington the loud heroine
eff str 90 eff dex 97 sta 48/100 pts 6,107 gam 24
*
A wafer biscuit of dwarfen make has been dropped on the floor.
*
"WEIRD DAY TODAY"
Flexington the loud heroine says "WEIRD DAY TODAY".
*
Dara the sorceress says something.
*
TAKE WAFER
Wafer3 taken.
*
TAKE WAFER
Stealing from yourself is taking kleptomania TOO far!
*
EAT WAFER
MMMmmm..! It tasted delicious!
(Persona saved on +3 = 6,110).
You feel better already.
Your stamina is 100.
*
Dara the sorceress says "Wizzes with a strange sense of humor ... excuse me,
humour. :)".
*
"YES"
Flexington the loud heroine says "YES".
*
A male voice says "Wizzes suck!".
*
"I THINK THAT WAFER IS THEM TRYING TO TELL ME TO RETURN TO THE LAND"
Flexington the loud heroine says "I THINK THAT WAFER IS THEM TRYING TO TELL ME
TO RETURN TO THE LAND".
*
"SMEG IT, FLEXINGTON HAS NOTHING BETTER TO DO"
Flexington the loud heroine says "SMEG IT, FLEXINGTON HAS NOTHING BETTER TO
DO".
*
SIP TEA
You watch the world go by.
*
N
You step through the opening into a blurred patchwork of greens and browns,
which whirl around you in seemingly aimless patterns until they suddenly slide
into shape...
You can hear the sound of rain falling on trees.
Dense forest.
You are standing in a dense forest. It continues to the southeast at a
passable level, but south it is too thick to allow movement through. Westwards
it becomes a pine forest. North, northeast and east are pastures, and
northwest lies a festering, fuming swamp. A rusty key can be seen here.
*
TAKE KEY
Key5 taken.
*
"HUH, FOREST SPAWNPOINT NOW"
Flexington the loud heroine says "HUH, FOREST SPAWNPOINT NOW".
Because you can't see anyone else here, it may be that you are speaking to
yourself...
... some time later ...
*
Auto-reset initiated, you have 120 seconds to finish up. No further warnings
will be issued!
*
"HUH"
Flexington the loud heroine says "HUH".
Because you can't see anyone else here, it may be that you are speaking to
yourself...
*
A male voice in the distance screams.
*
... two-ish minutes later ...
*
A male voice in the distance yodels "PANIC!!!".
*
Something magical is happening.
(Persona saved on 6,337).
*
Option (H for help):
+- The database has started initialising -+
+- The database has finished initialising -+
p
MUD version 4E.
Copyright (C) 1991-2023
Multi-User Entertainment Ltd.
Licensed (number 57009120) to Richard Underwood.
Your last game of MUD began on 7-JUL-2023 at 01:02:51.
MUD last reset on 7-JUL-2023 at 01:24:20.
This reset is number 111246.
The personae available to you are:
(1) Flexington,
**Unused**,
**Unused**.
By what name shall I call you (Q to quit)?
*
Flexington
You now feel up to attacking other players, should you so desire.
Elizabethan tearoom.
This cosy, Tudor period room is where all MUD adventures start. Its exposed
oak beams and soft, velvet-covered furniture provide it with the ideal
atmosphere in which to relax before venturing out into that strange, timeless
realm. A sense of decency and decorum prevails, and a feeling of kinship with
those who, like you, seek their destiny in The Land. When you are suitably
composed, you may enter that domain by stepping through an opening to the
north; however, you are welcome to stay here for as long as you like, sipping
tea and watching the world go by.
Her brown hair pinned up and her maroon sorceress/witch robes cleaned from
magical dust via magical means, Zalagar the wistful witch observes events both
here and elsewhere.
Drizzle the wobbly mage continues to be the ultimate pelican crossing
(whatever that means) holding a cup of tea.
Players:
Zalagar the wistful witch
Flexington the loud heroine
Drizzle the wobbly mage
*
sip tea
You watch the world go by.
*
Zalagar the wistful witch nods.
*
"INTERESTING RESET"
Flexington the loud heroine says "INTERESTING RESET".
*
Zalagar the wistful witch says "Indeed. Lots of things moved around there.".
*
Zalagar the wistful witch says "Sometimes weird things happen, just to shake
things up.".
*
"YES"
Flexington the loud heroine says "YES".
*
Zalagar the wistful witch says "Helps keep players from becoming complacent.".
*
"MAKES SENSE"
Flexington the loud heroine says "MAKES SENSE".
*
Zalagar the wistful witch takes a sip of her tea.
*
"FLEXINGTON IS PROBABLY GONNA TAKE PURR MEDS AND GET SOME SLEEP NOW"
Flexington the loud heroine says "FLEXINGTON IS PROBABLY GONNA TAKE PURR MEDS
AND GET SOME SLEEP NOW".
*
Zalagar the wistful witch nods.
*
Zalagar the wistful witch exclaims "Well, it's been fun. Hope to see you
again soon!".
*"(THINGS FEEL WEIRDER THAN USUAL WHEN ZHE DOESN'T TAKE THEM)"
Flexington the loud heroine says "(THINGS FEEL WEIRDER THAN USUAL WHEN ZHE
DOESN'T TAKE THEM)".
*
Zalagar the wistful witch nods.
*
"LIKEWISE, ZALAGAR!"
Flexington the loud heroine exclaims "LIKEWISE, ZALAGAR!".
*
WAVE
OK, Flexington the loud heroine waves.
*
QQ
Cheerio!
Option (H for help):
Q
[REDACTED] logged out.
[ ALERT ] - Socket got disconnected.
Reason: The remote host closed the connection
[ INFO ] - Connection time: 02:20:35.979