Your last game of MUD began on 19-NOV-2001 at 09:22:12.
You have 11 hours 29 minutes of play remaining.
MUD last reset on 19-NOV-2001 at 09:08:30.
This reset is number 23099.
The personae available to you are:
(1) Kitten,
(2) Kebab,
(3) Pussycat.
By what name shall I call you (Q to quit)?
*1
Elizabethan tearoom.
Pramunitus the protector is here holding a cup of tea.
Players:
Kitten the warlock
Pramunitus the protector
Tickleme the sorcerer
*miaow
OK, Kitten the warlock miaows.
*reset
Time-stamp: 10:00:58 on 19-NOV-2001.
This is reset 23099, using slot 0.
An auto-reset will be initiated in approximately 53 minutes.
*Pramunitus the protector smiles.
*Pramunitus the protector lurks.
*Pramunitus the protector waits.
*Pramunitus the protector pounces.
*prance
OK, Kitten the warlock prances.
*Pramunitus the protector says "be careful i know Kitten Style Kung-Fu".
*grr
You now feel up to attacking other players, should you so desire.
*OK, Kitten the warlock growls.
*meow
OK, Kitten the warlock meows.
*wq
Kitten the warlock
Pramunitus the protector
Tickleme the sorcerer
*syn me
Primary synonyms of Kitten the warlock are:
Kitten, kk
*Pramunitus the protector says "as taught me by the five animal styles master Me Ow Pu
See".
*miaow
OK, Kitten the warlock miaows.
*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...
(115/116).
Eros gives a satisfied smile, and flies away.
The name "Tickleme" pops into your head.
*Pramunitus the protector glances north.
*scratch
OK, Kitten the warlock scratches.
*Pramunitus throws a ball of wool northward.
*Pramunitus the protector says "cave canem".
*Pramunitus the protector looks quickly at you.
*shh
OK, Kitten the warlock shakes her head.
*;gets an ear stuck backwards, flips it right again.
You act as if Kitten gets an ear stuck backwards, flips it right again.
*Pramunitus the protector claps.
*wq
Kitten the warlock
Pramunitus the protector
Tickleme the sorcerer
*Pramunitus the protector gives you a great big stroke!
*purr
OK, Kitten the warlock purrs.
Pramunitus loves cats.
*syn tickleme
Primary synonyms of Tickleme the sorcerer are:
Tickleme
*miaow
OK, Kitten the warlock miaows.
Pramunitus the protector says "not like nasty dogs".
*syn pramunitus
Primary synonyms of Pramunitus the protector are:
Pramunitus, poi
*hiss
OK, Kitten the warlock hisses.
*Pramunitus the protector says "always begging for attention, dogs. cats are so much
more independant".
*Pramunitus the protector just wanted to love you, but I put a stop to it. Thought you'd
like to know!
*preen
OK, Kitten the warlock preens.
*Pramunitus de-fleas you.
*groom me
OK, Kitten the warlock grooms herself.
*wq
Kitten the warlock
Pramunitus the protector
Tickleme the sorcerer
*In the distance, you hear the terrible RHOAAAUUUAURRRRGGGGGGHGHHHGHHHH of a dragon
dying.
*Pramunitus the protector cheers.
*wq
Kitten the warlock
Pramunitus the protector
Tickleme the dragon-slaying sorcerer
*Pramunitus the protector asks "seen any mages about?".
*shh
OK, Kitten the warlock shakes her head.
*;looks inqusitive
Pramunitus the protector asks "would you attack one if you did?".
*;looks inqusitive.
You act as if Kitten looks inqusitive.
*nod
OK, Kitten the warlock nods.
*Pramunitus the protector gives you a great big stroke!
*purr
OK, Kitten the warlock purrs.
*;looks curiously at Pramunitus.
You act as if Kitten looks curiously at Pramunitus.
*Pramunitus the protector asks "why so inquisitive?".
*miaow
OK, Kitten the warlock miaows.
*Pramunitus the protector says "pats his lap for Kitten to jump up".
*Pramunitus pats his lap for Kitten to jump up
*Pramunitus the protector coughs.
*;jumps up onto Pramunitus' lap.
You act as if Kitten jumps up onto Pramunitus' lap.
*;circles around and around and around ...
You act as if Kitten circles around and around and around ...
*;eventually settles down.
You act as if Kitten eventually settles down.
*Pramunitus the protector winces, as one of Kitten's claws digs into his leg.
*Pramunitus the protector mumbles "nice cat, now calm down or get off!".
*purr gently
OK, Kitten the warlock purrs, gently
*Pramunitus the protector says "exegi monumentum".
*Pramunitus nulli secundus.
*Pramunitus the protector asks "u dig?".
*shake
OK, Kitten the warlock shakes.
*Pramunitus the protector asks "cant steal his kit?".
*;eyes widen.
You act as if Kitten eyes widen.
*wq
Kitten the warlock
Pramunitus the protector
*ponder
OK, Kitten the warlock ponders.
*tickleme
A name on its own does nothing. However, following it with a message will send that
message to the named player (subject to other considerations, such as whether they can
hear or not).
*wh wf
1 inside the trophy0.
*wh wf
1 in the place known as "east fissure".
*wh wf
You learn nothing.
*wh wf
1 in the place known as "under giant double bed".
*wh wf
1 in the place known as "weapon room".
*wh wf
I've told you enough; go off and look for yourself, sycophant!
*wh wf
I've told you enough; go off and look for yourself, sycophant!
*Pramunitus the protector asks "are you going for wizdom?".
*reset
Time-stamp: 10:14:23 on 19-NOV-2001.
This is reset 23099, using slot 0.
An auto-reset will be initiated in approximately 39 minutes.
*consider
OK, Kitten the warlock considers.
*;creaks like the rusty, young kitten she is.
You act as if Kitten creaks like the rusty, young kitten she is.
*Pramunitus the protector laughs, out loud.
*wq
Kitten the warlock
Pramunitus the protector
Tickleme the dragon-slaying sorceress
*reset
Time-stamp: 10:16:17 on 19-NOV-2001.
This is reset 23099, using slot 0.
An auto-reset will be initiated in approximately 37 minutes.
*Pramunitus the protector says "with so few players around these days, it's a crime not
to play when you see another in the land".
*Pramunitus the protector says "such a waste of learning opportunity".
*syn me
Primary synonyms of Kitten the warlock are:
Kitten, kk
*wq
Kitten the warlock
Pramunitus the protector
Tickleme the dragon-slaying sorceress
*syn tickleme f 'ti
"Ti" now refers to Tickleme the dragon-slaying sorceress.
*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...
Sundial in pine forest.
The sundial has no gnomon, so cannot be used to tell the time.
*site
Your spell worked!
*inv
Your spell worked!
You have suddenly and magically become invisible!
(106/116).
(*)o
Magical glade.
(*)o
Dense forest.
(*)o
Rapids.
(*)o
East pasture.
(*)n
In front of hut.
(*)in
Woodsman's hut.
(*)d
Ladder shaft.
(*)wh wf
1 in the place known as "under giant double bed".
1 carried by the zombie6.
1 in the place known as "northeastern corner of cloisters".
1 in the place known as "chinese house".
1 in the place known as "ground floor of keep".
1 in the place known as "refectory".
1 in the place known as "dining room in "Il Castellare"".
1 in the place known as "east fissure".
1 in the place known as "weapon room".
(*)wh z6
1 in the place known as "misty graveyard".
(*)wq
(Kitten the warlock)
Pramunitus the protector
Tickleme the dragon-slaying sorceress
(*)wh fs
3 in the place known as "west fissure".
1 in the place known as "strongroom".
1 carried by the wraith.
1 in the place known as "southeast tomb".
1 in the place known as "small chamber".
(*)o
Woodsman's hut.
(*)o
In front of hut.
(*)sw
East pasture.
(*)w
West pasture.
(*)n
Beaten track.
(*)n
Dense forest.
Lying on the ground is a large log. A hollow yew stump stands here, leading down into
the depths. A woodsman's old axe has been left within reach. There is a furled umbrella
here.
(*)d
Root room.
Light enters via a hollow tree stump above.
(*)s
It's too dark to see now.
(*)se
You move in the darkness...
(*)s..........
You move in the darkness...
(*)e
You move in the darkness...
(*)You move in the darkness...
(*)gt
You cannot go south from here.
(*)k
You cannot go south from here.
(*)kp fs0
You cannot go south from here.
(*)kp fs0
You cannot go south from here.
(*)You cannot go south from here.
(*)You cannot go south from here.
(*)You cannot go south from here.
(*)It's light enough to see now!
Small chamber.
A beautiful, iridescent firestone (firestone0) glows nearby.
(*)Firestone0 taken.
(*)Keeping firestone0.
You are keeping any objects in your possession of the following type:
firestone0.
(*)o
Mud room.
(*)o
Level room.
(*)o
Sloping tunnel.
(*)o
Large room.
(*)o
Earth tunnel.
(*)o
Root room.
Light enters via a hollow tree stump above.
(*)o
Dense forest.
Lying on the ground is a large log. A hollow yew stump stands here, leading down into
the depths. A woodsman's old axe has been left within reach. There is a furled umbrella
here.
(*)g wp
Axe1 taken.
(*)o
Road opposite cottage.
(*)o
Narrow road.
(*)w
Road opposite cottage.
(*)n
You are lost in a misty graveyard.
Melted into the depths of an obsidian slab marking the grave of Hawumph, you make out
the words, "Illegitimi Non Carborundum!"
(*)se
You are lost in a misty graveyard.
Inscribed on a modestly austere tombstone here is the name, "Richard the arch-wizard".
You have found a small, silver cross, battered and misshapen as by some enormous heat,
yet still bearing deformed, gothic lettering.
(*)gt
Cross taken.
(*)nw
You are lost in a misty graveyard.
Towering above you is the blood-stained tombstone of Kyric the wizard, covered in the
black accoutrements of demon lore and inscribed: "Till death do us part". An animated
skeleton (skeleton1) bars your way.
(*)The skeleton1 walks away, animatedly.
An animated skeleton (skeleton1) bars your way.
(*)s
Your way is blocked by the skeleton1.
(*)wh ti
Your spell doesn't find any.
(*)wq
(Kitten the warlock)
Pramunitus the protector
Tickleme the dragon-slaying sorceress
(*)s
You are lost in a misty graveyard.
A scattered trail of cold blood and warm swords leads off toward a primeval ossuary,
housing the final remains of Sepultura the wizard. A horrifying zombie (zombie2) stands
in your way! The zombie2 is carrying an axe0.
(*)n
Your way is blocked by the zombie2.
(*)n
You are lost in a misty graveyard.
You discover a granite menhir bearing the final testimony of Mudguard the wizard: "Fas
est et ab hoste doceri".
(*)ne
You are lost in a misty graveyard.
Here lies Innocent the white witch. She died with no blood on her hands.
(*)sw
You are lost in a misty graveyard.
You encounter the final resting place of Tethys the arch-wizard. Chiselled on the plain
granite tombstone is the enigmatic phrase "Draggy West!" A horrifying zombie (zombie5)
stands in your way! The zombie5 is carrying a sapphire2. A small, neatly-inscribed urn
stands on a nearby grave.
(*)w
Your way is blocked by the zombie5.
(*)Your magic feels to have warmed up.
(*)w
You are lost in a misty graveyard.
You discover a granite menhir bearing the final testimony of Mudguard the wizard: "Fas
est et ab hoste doceri".
(*)e
You are lost in a misty graveyard.
Towering before you stands the beheaded memorial of Macleod the Highlander wizard. A
horrifying zombie (zombie1) stands in your way! The zombie1 is carrying a sixpence.
(*)n
Your way is blocked by the zombie1.
(*)n
You are lost in a misty graveyard.
The ashes of Django the undead wizard are scattered in an odd pattern here. A horrifying
zombie (zombie6) stands in your way! The zombie6 is carrying a wafer10.
(*)g wf f
A horrifying zombie (zombie1) stands in your way!
(*)g wf f z
Wafer10 stolen from zombie6.
(*)o
Your way is blocked by the zombie1.
(*)o
Your way is blocked by the zombie1.
(*)wh nc
1 in the place known as "bedroom in "Il Castellare"".
(*)wq
(Kitten the warlock)
Pramunitus the protector
Tickleme the dragon-slaying sorceress
(*)o
Your way is blocked by the zombie1.
(*)Your way is blocked by the zombie1.
(*)wh ti
Your spell doesn't find any.
(*)wh mandrake
1 carried by the vampire.
(*)o
Your way is blocked by the zombie1.
(*)Keeping cross.
You are keeping any objects in your possession of the following types:
cross and firestone0.
(*)The zombie1 drags itself off.
A horrifying zombie (zombie1) stands in your way!
(*)rs
Your spell works!
Sundial in pine forest.
The sundial has no gnomon, so cannot be used to tell the time.
(*)o
Magical glade.
On way to the nightcap ...
Bedroom in "Il Castellare".
A painting here depicts a cowled figure in a darkened crypt. An embroidered, colourful
nightcap has been left here. The door is locked shut.
(*)gt
Nightcap taken.
Painting3 taken.
(*)kp nc
Keeping nightcap.
You are keeping any objects in your possession of the following types:
nightcap, firestone0 and cross.
(*)wear nc
Very becoming!
(*)dr t
Firestone0 kept.
Cross kept.
Nightcap kept.
Painting3 dropped.
(*)ql
Bedroom in "Il Castellare".
A painting here depicts a cowled figure in a darkened crypt. The door is locked shut.
(*)rs
Your spell works!
Sundial in pine forest.
The sundial has no gnomon, so cannot be used to tell the time.
You nearly fell asleep, but were magically kept awake!
(*)o
Magical glade.
(*)o
Dense forest.
(*)Tickleme the dragon-slaying sorceress has just arrived.
(*)o
Rapids.
Slithering about in the water is an electric eel.
(*)s
You are waylaid in a treacherous swamp.
(*)e
You are waylaid in a fuming swamp.
(*)e
West lush pasture.
(*)e
North lush pasture.
A sweet little daisy chain has fallen here.
(*)se
Rough pasture.
(*)qn
Looking northward, you see a place known as "east lush pasture". It appears to be empty.
Looking eastward, you see a place known as "evil wood". It appears to be empty.
Looking southward, you see a place known as "evil wood". It contains a vampire.
Looking westward, you see a place known as "south lush pasture". It appears to be empty.
Looking northeastward, you see a place known as "fast-flowing river". It appears to be
empty.
Looking southeastward, you see a place known as "evil wood". It appears to be empty.
Looking southwestward, you see a place known as "dense forest". It contains an unlit
brand4.
Looking northwestward, you see a place known as "north lush pasture". It contains a
daisy chain.
(*)s.g root f v.n.
Evil wood.
A vampire materialises before you... The vampire is wearing a cape and a ring4, and is
carrying a mandrake0 and an unlit brand7.
(*)Mandrake0 stolen from vampire.
(*)Rough pasture.
(*)o
Fast-flowing river.
(*)o
Dense forest.
A rusty key can be seen here.
(*)o
Ford across river.
(*)w
Badly-paved road.
The door is open.
(*)w
Badly-paved road.
A splendid necklace lies on the ground.
(*)e
Badly-paved road.
The door is open.
(*)in
Entrance hall.
The door is open.
(*)u
Inn steps.
(*)u
Upstairs corridor.
The grotesque door is locked shut.
(*)in................
Upstairs passage.
The door is closed.
(*)Upstairs passage.
(*)Inn steps.
(*)Upstairs passage.
The door is open.
(*)g
Upstairs passage.
The door is open.
(*)g b0
Inn steps.
(*)East part of attic.
Lying nearby is a long piece of golden straw. A closed, sturdy cardboard box stands
here.
(*)op b0
You cannot go in from here.
(*)You cannot go in from here.
(*)You cannot go in from here.
(*)You cannot go in from here.
(*)You cannot go in from here.
(*)You cannot go in from here.
(*)You cannot go in from here.
(*)You cannot go in from here.
(*)You cannot go in from here.
(*)dr wf
Cardboard box0 taken.
(*)dr wf
The cardboard box0 opens...
(*)dr wf & root f b0
Wafer10 inserted in cardboard box0.
Mandrake0 inserted in cardboard box0.
(*)o
Inn steps.
(*)o
Upstairs passage.
The door is open.
(*)o
Upstairs passage.
The door is open.
(*)wq
(Kitten the warlock)
Pramunitus the protector
Tickleme the dragon-slaying sorceress
(*)o
Inn steps.
(*)o
Upstairs passage.
(*)You have suddenly and magically regained your visibleness!
*wh cape
1 carried by the vampire.
*inv
Your spell worked!
You have suddenly and magically become invisible!
(98/116).
(*)o
Upstairs passage.
The door is closed.
(*)o
Upstairs corridor.
The grotesque door is locked shut.
(*)o
Inn steps.
(*)o
Entrance hall.
The door is open.
(*)o
Badly-paved road.
The door is open.
(*)Ford across river.
(*)w
Badly-paved road.
The door is open.
(*)w
Badly-paved road.
A splendid necklace lies on the ground.
(*)w
Badly-paved road.
(*)w
Badly-paved road.
(*)w
Foothills.
(*)w
Foothills.
(*)Forest near mountains.
(*)Gorse.
(*)s
In front of hut.
(*)sw
East pasture.
(*)s
Rapids.
Slithering about in the water is an electric eel.
(*)s
You are waylaid in a treacherous swamp.
(*)e
You are waylaid in a fuming swamp.
(*)e
West lush pasture.
(*)e
North lush pasture.
A sweet little daisy chain has fallen here.
(*)se
Rough pasture.
(*)qn
Looking northward, you see a place known as "east lush pasture". It appears to be empty.
Looking eastward, you see a place known as "evil wood". It appears to be empty.
Looking southward, you see a place known as "evil wood". It appears to be empty.
Looking westward, you see a place known as "south lush pasture". It appears to be empty.
Looking northeastward, you see a place known as "fast-flowing river". It appears to be
empty.
Looking southeastward, you see a place known as "evil wood". It appears to be empty.
Looking southwestward, you see a place known as "dense forest". It contains an unlit
brand4.
Looking northwestward, you see a place known as "north lush pasture". It contains a
daisy chain.
(*)se.qn.nw
Evil wood.
(*)Looking northward, you see a place known as "rough pasture". It appears to be empty.
Looking eastward, you see a place known as "evil wood". It appears to be empty.
Looking southward, you see a place known as "evil wood". It contains a vampire.
Looking northeastward, you see a place known as "evil wood". It appears to be empty.
Looking southeastward, you see a place known as "evil wood". It appears to be empty.
Looking southwestward, you see a place known as "evil wood". It contains a wraith.
(*)Rough pasture.
(*)se.s.g cape f v.n.nw
Evil wood.
(*)Evil wood.
A vampire materialises before you... The vampire is wearing a cape and a ring4, and is
carrying an unlit brand7.
(*)Cape stolen from vampire.
(*)Evil wood.
(*)Rough pasture.
(*)kp cape
Keeping cape.
You are keeping any objects in your possession of the following types:
cape, cross, firestone0 and nightcap.
(*)wear t
You're already wearing the nightcap!
You are enveloped by the thick folds of the cape!
(*)Clouds are gathering overhead.
(*)se.qn.nw
Evil wood.
(*)Looking northward, you see a place known as "rough pasture". It appears to be empty.
Looking eastward, you see a place known as "evil wood". It contains a vampire.
Looking southward, you see a place known as "evil wood". It appears to be empty.
Looking northeastward, you see a place known as "evil wood". It appears to be empty.
Looking southeastward, you see a place known as "evil wood". It appears to be empty.
Looking southwestward, you see a place known as "evil wood". It contains a wraith.
(*)Rough pasture.
(*)se.e.g ring f v.w.nw
Evil wood.
A wraith of death glides silently towards you... The wraith is carrying a firestone2.
(*)Evil wood.
A vampire materialises before you... The vampire is wearing a ring4, and is carrying an
unlit brand7.
(*)The vampire doesn't notice your unsuccessful attempt to steal his ring4...
(*)Evil wood.
A wraith of death glides silently towards you... The wraith is carrying a firestone2.
(*)Rough pasture.
(*)se.qn.nw
Evil wood.
(*)Looking northward, you see a place known as "rough pasture". It appears to be empty.
Looking eastward, you see a place known as "evil wood". It contains a vampire.
Looking southward, you see a place known as "evil wood". It appears to be empty.
Looking northeastward, you see a place known as "evil wood". It appears to be empty.
Looking southeastward, you see a place known as "evil wood". It contains a wraith.
Looking southwestward, you see a place known as "evil wood". It appears to be empty.
(*)Rough pasture.
(*)se.e.g ring f v.w.nw
Evil wood.
(*)Evil wood.
A vampire materialises before you... The vampire is wearing a ring4, and is carrying an
unlit brand7.
(*)The vampire notices your attempt to steal his ring4...
(*)Evil wood.
(*)Rough pasture.
(*)se...qn
Evil wood.
(*)Evil wood.
(*)Evil wood.
Lying nearby is a heavy, silvered looking-glass, with writing on the back. A large stick
lies on the ground.
(*)Looking northward, you see a place known as "evil wood". It appears to be empty.
You see a river, flowing very fast.
Looking westward, you see a place known as "evil wood". It appears to be empty.
Looking southwestward, you see a place known as "evil wood". It appears to be empty.
Looking northwestward, you see a place known as "evil wood". It appears to be empty.
(*)gt
Mirror taken.
(*)wh man
qs
1 in the place known as "ogre's lair".
(*)(Kitten the warlock)
eff str 90 eff dex 92 sta 103/116 mag 81 pts 64,181 gam 31
(*)wq
(Kitten the warlock)
Pramunitus the protector
Tickleme the dragon-slaying sorceress
(*)nw...
Evil wood.
(*)Evil wood.
(*)Rough pasture.
(*)n
East lush pasture.
(*)w
North lush pasture.
A sweet little daisy chain has fallen here.
(*)w
West lush pasture.
(*)w
You are waylaid in a fuming swamp.
(*)n
Pond in swamp.
A mist-swathed banshee floats nebulously before you.
(*)o
Rapids.
(*)u
Cave.
(*)l s
Looking southward, you see a place known as "rapids". It appears to be empty.
(*)in
Before gate.
(*)l s
Looking southward, you see a place known as "ogre's lair". It contains a ring0, an ogre
and a watch.
(*)s.g ring.rs
Ogre's lair.
Ticking nearby is a monogrammed, gold, pocket watch. A fabulously beautiful
diamond-cluster ring is here! The ogre is here, very large and very angry! The ogre is
carrying a club.
(*)Ring0 taken.
(*)Your spell works!
Sundial in pine forest.
The sundial has no gnomon, so cannot be used to tell the time.
(*)It has started to rain.
(*)kp ri
You have suddenly and magically regained your visibleness!
*kp ring0
Keeping ring0.
You are keeping any objects in your possession of the following types:
ring0, nightcap, firestone0, cross and cape.
*qs
Kitten the warlock
eff str 90 eff dex 91 sta 108/116 mag 79 pts 64,181 gam 31
*inv
Your spell worked!
You have suddenly and magically become invisible!
(98/116).
(*)wh foot
1 in the place known as "entrance to badger's sett".
(*)wh w2
Your spell doesn't find any.
(*)o
Magical glade.
It is raining.
(*)o
Dense forest.
(*)w
Dense forest.
(*)se
Magical glade.
It is raining.
(*)se
Entrance to badger's sett.
A lucky rabbit's foot is here!
(*)gt
Foot taken.
(*)kp foot
Keeping foot.
You are keeping any objects in your possession of the following types:
foot, cape, cross, firestone0, nightcap and ring0.
(*)sw
Pine forest.
(*)wh ti
1 in the place known as "outside mouth of idol".
(*)qs
(Kitten the warlock)
eff str 90 eff dex 90 sta 101/116 mag 67 pts 64,181 gam 31
(*)wq
(Kitten the warlock)
Pramunitus the protector
Tickleme the dragon-slaying sorceress
(*)rs
Your spell works!
Sundial in pine forest.
It is raining. The sundial has no gnomon, so cannot be used to tell the time.
(*)o
Magical glade.
It is raining.
(*)o
Dense forest.
(*)o
Rapids.
It is raining.
(*)n
East pasture.
It is raining.
(*)n
In front of hut.
It is raining.
(*)in
Woodsman's hut.
(*)d
Ladder shaft.
(*)wq
(Kitten the warlock)
Pramunitus the protector
Tickleme the dragon-slaying sorceress
(*)i
You are wearing the following:
the nightcap and the cape.
You are carrying the following:
the foot, the ring0, the cardboard box0, the cross, the axe1, the firestone0 and
the mirror.
The cardboard box0 contains:
the mandrake0 and the wafer10.
Weight carried: 11kg 839g/100kg.
Objects carried: 9/12.
You are keeping any objects in your possession of the following types:
foot, cape, cross, firestone0, nightcap and ring0.
(*)sn ti
The face of the mirror seems to fog over, then suddenly clear to reveal a new surface
which looks brighter and purer than the old one did a moment or so earlier. You can feel
your mind's eye seeking out your chosen subject, trying to forge magical contact...
Your spell doesn't work.
(*)qs
(Kitten the warlock)
eff str 89 eff dex 89 sta 109/116 mag 64 pts 64,181 gam 31
(*)wq
(Kitten the warlock)
Pramunitus the protector
Tickleme the dragon-slaying sorceress
(*)dp mirror f b0
Mirror inserted in cardboard box0.
(*)dp cross f b0
Cross inserted in cardboard box0.
(*)qs
(Kitten the warlock)
eff str 89 eff dex 91 sta 113/116 mag 63 pts 64,181 gam 31
(*)wq
(Kitten the warlock)
Pramunitus the protector
Tickleme the dragon-slaying sorceress
(*)wh wf
1 in the place known as "under giant double bed".
1 inside the cardboard box0.
1 in the place known as "northeastern corner of cloisters".
1 in the place known as "chinese house".
1 in the place known as "ground floor of keep".
1 in the place known as "refectory".
1 in the place known as "dining room in "Il Castellare"".
1 in the place known as "east fissure".
1 in the place known as "weapon room".
(*)wh w11
Your spell doesn't find any.
(*)wh a0
Your spell doesn't find any.
(*)glow ti
Your spell doesn't work.
(*)glow ti
Your spell doesn't work.
(*)glow ti
Your spell doesn't work.
(*)qs
(Kitten the warlock)
eff str 89 eff dex 91 sta 116/116 mag 54 pts 64,181 gam 31
(*)wq
(Kitten the warlock)
Pramunitus the protector
Tickleme the dragon-slaying sorceress
(*)i
You are wearing the following:
the nightcap and the cape.
You are carrying the following:
the ring0, the cardboard box0, the axe1, the firestone0 and the foot.
The cardboard box0 contains:
the mandrake0, the mirror, the cross and the wafer10.
Weight carried: 11kg 839g/100kg.
Objects carried: 7/12.
You are keeping any objects in your possession of the following types:
foot, cape, cross, firestone0, nightcap and ring0.
(*)chance
Your spell worked!
1 to 50 down, 51 to 100 up.
The lucky number is 101!
Your magic goes up to 106 out of 116.
(*)wh ti
1 in the place known as "dwarf steps".
(*)wh ti
1 in the place known as "dwarf steps".
(*)o
Woodsman's hut.
(*)o
In front of hut.
It is raining.
On way to citadel ...
Top of citadel.
It is raining. The gateway is closed, but it bears the words: "Drop the key to open
me...". Hovering above you is a large, golden eagle.
(*)qn
Looking westward, you see a place known as "before citadel". It appears to be empty.
(*)e
To your surprise, you find that even you can't walk through a closed gateway.
(*)rs
Your spell works!
Sundial in pine forest.
It is raining. The sundial has no gnomon, so cannot be used to tell the time.
(*)wh pick
1 carried by the dwarf27.
1 in the place known as "shed".
1 carried by the zombie4.
(*)o
Magical glade.
It is raining.
(*)o
Dense forest.
(*)o
Rapids.
It is raining.
(*)o
East pasture.
It is raining. A horrifying zombie (zombie4) stands in your way! The zombie4 is carrying
a well-maintained pick2.
(*)wh k1
1 carried by Tickleme the dragon-slaying sorceress.
(*)wh ti
1 in the place known as "dwarfen hall".
(*)o
Your way is blocked by the zombie4.
(*)n
Your way is blocked by the zombie4.
(*)n
Your way is blocked by the zombie4.
(*)n
You have suddenly and magically regained your visibleness!
*n
Your way is blocked by the zombie4.
*n
Your way is blocked by the zombie4.
*inv
Your spell worked!
You have suddenly and magically become invisible!
(106/116).
(*)s
Rapids.
It is raining.
(*)n
East pasture.
It is raining. A horrifying zombie (zombie4) stands in your way! The zombie4 is carrying
a well-maintained pick2.
(*)The zombie4 drags itself off.
(*)n
In front of hut.
It is raining.
(*)n
Gorse.
It is raining.
(*)n
Narrow road.
It is raining.
(*)n
Dense forest.
A rusty key can be seen here.
(*)n
Dense forest.
On the ground there is a large stick.
(*)n
Forest on steep slope.
On the ground there is a large stick.
(*)n
South dale.
It is raining. A horrifying zombie (zombie9) stands in your way!
(*)s
Forest on steep slope.
There is a large stick on the ground.
(*)s
Dense forest.
On the ground there is a large stick.
(*)s
Dense forest.
A rusty key can be seen here.
(*)g k
Key4 taken.
(*)n
Railway track.
A golden bolt has been hammered into one of the railway sleepers.
On way to citadel (again) ...
(*)e
Dwarf steps.
The front door is locked shut.
(*)op door
The key4 grates in the lock...
The front door creaks slowly open.
(*)e
Dwarfen hall.
There is a young dwarf (dwarf46) here, smiling happily. There is a female dwarf
(dwarf38) here. The female dwarf38 is carrying a key8. A loose chip of mosaic lies by
your feet. The front door is open.
(*)l s
You look southward, but it's too dark to see anything there.
(*)wh dw0
Your spell doesn't find any.
(*)wq
(Kitten the warlock)
Pramunitus the protector
Tickleme the dragon-slaying necromancer
(*)wh ti
1 in the place known as "crypt beneath church".
(*)s
Your way is blocked by the female dwarf38.
(*)s
Dwarf guard room.
A stocky dwarf (dwarf27) eyes you up and down with suspicion. The dwarf27 is carrying a
pick1. A violin bow has been put here. The door is locked shut.
(*)g ptr
Bow taken.
(*)wh ptr
1 carried by (Kitten the warlock).
1 carried by Tickleme the dragon-slaying necromancer.
(*)wh w3
1 carried by the hefty dwarf4 guard.
(*)glow dw4
Your spell worked!
The hefty dwarf4 guard has started glowing!
(*)l s
Your view southward is blocked.
(*)op door
The key4 grates in the lock...
The door creaks slowly open.
(*)l s
Looking southward, you see a place known as "dwarf guard room". It contains 3 hefty
dwarf guards and an open door.
(*)dex
Your spell worked!
You emit a bright green flash of light.
You have suddenly and magically become more adroit!
(*)s.g wf f dw
The dwarf27 has just left.
(*)s.g wf f dw4..rs
Dwarf guard room.
The door is open. A hefty dwarf guard (dwarf3) blocks your way. A hefty dwarf guard
(dwarf4) blocks your way. The hefty dwarf4 guard is carrying a wafer3. A hefty dwarf
guard (dwarf5) blocks your way.
(*)Wafer3 stolen from hefty dwarf4 guard.
(*)The hefty dwarf4 guard isn't holding a wafer3!
(*)Your spell works!
Sundial in pine forest.
The sundial has no gnomon, so cannot be used to tell the time.
You nearly fell asleep, but were magically kept awake!
(*)dr wf f b0
Wafer3 inserted in cardboard box0.
(*)o
Magical glade.
(*)o
Dense forest.
(*)o
Rapids.
(*)n....................
East pasture.
Before you stands a magnificent ram.
(*)In front of hut.
(*)Gorse.
(*)Narrow road.
(*)Dense forest.
(*)Dense forest.
There is a large stick on the ground.
(*)Forest on steep slope.
A large stick lies on the ground.
(*)South dale.
(*)Dense forest.
A rusty key can be seen here. On the ground there is a large stick.
(*)Railway track.
A golden bolt has been hammered into one of the railway sleepers.
(*)North dale.
(*)Dense forest.
(*)The forest becomes too dense to go any further. You give up and turn back.
(*)The forest becomes too dense to go any further. You give up and turn back.
(*)The forest becomes too dense to go any further. You give up and turn back.
(*)d
The forest becomes too dense to go any further. You give up and turn back.
(*)d
The forest becomes too dense to go any further. You give up and turn back.
(*)dr
The forest becomes too dense to go any further. You give up and turn back.
(*)dr
The forest becomes too dense to go any further. You give up and turn back.
(*)The forest becomes too dense to go any further. You give up and turn back.
(*)s
North dale.
(*)s
Railway track.
A golden bolt has been hammered into one of the railway sleepers.
(*)e
Railway track.
(*)e
Railway track.
(*)e
Entrance to mine.
(*)dr ptr
Bow dropped.
(*)o
Railway track.
(*)o
Forest at base of cliff.
(*)o
Overgrown grounds of mausoleum.
A horrifying zombie (zombie9) stands in your way!
(*)i
You are wearing the following:
the nightcap and the cape.
You are carrying the following:
the key4, the foot, the ring0, the cardboard box0, the axe1, the firestone0 and
the pick0.
The cardboard box0 contains:
the mirror, the cross, 2 wafers and the mandrake0.
Weight carried: 16kg 945g/100kg.
Objects carried: 9/12.
You are keeping any objects in your possession of the following types:
foot, cape, cross, firestone0, nightcap and ring0.
(*)o
Your way is blocked by the zombie9.
(*)o
Forest on steep slope.
A rusty key can be seen here.
(*)wh t
A horrifying zombie (zombie9) stands in your way!
(*)wh tc
1 in the place known as "meeting room".
(*)qs
(Kitten the warlock)
eff str 84 eff dex 93 sta 116/116 mag 51 pts 64,302 gam 31
(*)s
Your way is blocked by the zombie9.
(*)wh ti
1 in the place known as "crypt beneath church".
(*)s
Your way is blocked by the zombie9.
(*)s
Dense forest.
Hanging from the branches is an old hammock.
On way to teachest ...
(*)Meeting room.
The door is open. A dusty, battered, old teachest stands here.
(*)g tc
Teachest taken.
(*)emp b0 f tc
Wafer3 inserted in teachest.
Cross inserted in teachest.
Mirror inserted in teachest.
Mandrake0 inserted in teachest.
Wafer10 inserted in teachest.
(*)qs
(Kitten the warlock)
eff str 74 eff dex 89 sta 116/116 mag 50 pts 64,302 gam 31
(*)wq
(Kitten the warlock)
Pramunitus the protector
Tickleme the dragon-slaying necromancer
(*)chance
Your spell worked!
1 to 50 down, 51 to 100 up.
The lucky number is 46!
Your magic goes down to 24 out of 116.
(*)chance
Your spell worked!
1 to 50 down, 51 to 100 up.
The lucky number is 46!
Your magic goes down to 11 out of 116.
(*)chance
Your spell worked!
1 to 50 down, 51 to 100 up.
The lucky number is 49!
Your magic goes down to 5 out of 116.
(*)i
You are wearing the following:
the nightcap and the cape.
You are carrying the following:
the pick0, the key4, the foot, the ring0, the cardboard box0, the axe1, the
firestone0 and the teachest.
The teachest contains:
the mirror, the mandrake0, 2 wafers and the cross.
Weight carried: 26kg 945g/100kg.
Objects carried: 10/12.
You are keeping any objects in your possession of the following types:
foot, cape, cross, firestone0, nightcap and ring0.
CENSORED
(*)Caved-in grave.
A golden disc is here, bearing the design of a red eye.
(*)site
Your spell worked!
(*)g disc
You're carrying too many objects to take the disc.
(*)i
You are wearing the following:
the nightcap and the cape.
You are carrying the following:
the urn, the teachest, the pick0, the key4, the foot, the ring0, the cardboard
box0, the axe1, the firestone0 and the golden statue0.
The teachest contains:
the mirror, the mandrake0, 2 wafers and the cross.
Weight carried: 39kg 935g/100kg.
Objects carried: 12/12.
You are keeping any objects in your possession of the following types:
foot, cape, cross, firestone0, nightcap and ring0.
(*)dr k f tc
Key4 inserted in teachest.
(*)dr pick
Pick0 dropped.
(*)dr ax
Axe1 dropped.
(*)gt
Disc taken.
(*)dp disc f tc
Disc inserted in teachest.
(*)i
You are wearing the following:
the nightcap and the cape.
You are carrying the following:
the urn, the teachest, the foot, the ring0, the cardboard box0, the firestone0
and the golden statue0.
The teachest contains:
the mirror, the mandrake0, 2 wafers, the key4, the disc and the cross.
Weight carried: 29kg 465g/100kg.
Objects carried: 9/12.
You are keeping any objects in your possession of the following types:
foot, cape, cross, firestone0, nightcap and ring0.
(*)dr urn
Urn dropped.
(*)qs
(Kitten the warlock)
eff str 72 eff dex 85 sta 116/116 mag 37 pts 64,302 gam 31
(*)ql
Caved-in grave.
A small, neatly-inscribed urn stands nearby. A woodsman's old axe has been left within
reach. A smallish, woodworm-riddled pickaxe has been dropped here.
(*)wq
(Kitten the warlock)
Pramunitus the protector
Tickleme the dragon-slaying necromancer
(*)chance
Your spell worked!
1 to 50 down, 51 to 100 up.
The lucky number is 53!
Your magic goes up to 72 out of 116.
(*)wh ti
1 in the place known as "before citadel".
(*)wq
(Kitten the warlock)
Pramunitus the protector
Tickleme the dragon-slaying necromancer
(*)wh ptr
1 carried by Tickleme the dragon-slaying necromancer.
1 in the place known as "crypt beneath church".
(*)qs
(Kitten the warlock)
eff str 72 eff dex 85 sta 116/116 mag 70 pts 64,302 gam 31
CENSORED
(*)Crypt beneath church.
A rusty key can be seen here. A sailable coracle, large enough for one, has been left
here. The coracle contains a cowl, a violin, a parasol0, a piece of jet, a garnet1, a
gauntlet, a potty, a wolfsbane1 and a chart.
(*)site
Your spell worked!
(*)u
With a great heave you raise a flagstone and squeeze up.
Abbatial church.
The church door is open.
(*)qs
(Kitten the warlock)
eff str 67 eff dex 82 sta 112/116 mag 23 pts 64,302 gam 31
(*)wq
(Kitten the warlock)
Pramunitus the protector
Tickleme the dragon-slaying necromancer
(*)o
Entrance to abbatial church.
The church door is open.
(*)o
Avenue.
(*)o
Avenue.
The huge door is open.
(*)wh ti
1 in the place known as "bank of river".
(*)n
Cobbled yard.
(*)n
Pigsty.
Sprouting out of the ground is a large carrot.
(*)o
Cobbled yard.
(*)o
Avenue.
The huge door is open.
(*)o
Entrance to monastery.
The huge door is open.
( |