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wackhead_uk
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icon Adventure Game Mk.II (+2)  
I assume we are starting an entirely new round?

The Story
You are a peasant, living in a land ruled by a peaceful...ruler. Although lazy, you enjoy going on quests to find mystical and magical objects.

Mother: Go and pick some Wild Berries!
You: Can't. Lazing.
Mother: Sigh. I challenge thee to go on a magical and mystical quest to find some magical and mystical Wild Berries of lore.
You: w00t! (or the medieval peasant's equivalent.)

You go inot the forest with your trusty Satchel containing a small pocket knife, a twig from a previous Journey, and your pet frog Twildward.

The available Exits are: Forest, Castle, Chasm of Deadly Death, River.

[Edited by wackhead_uk at Local Time:04-21-2005 at 08:57 PM]
04-21-2005 at 08:57 PM
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stigant
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icon Re: Adventure Game Mk.II (+1)  
You: w00t! (or the medieval peasant's equivalent.)

That would be "w00teth"

> look chasm of deadly death (CODD?)

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04-21-2005 at 09:21 PM
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wackhead_uk
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icon Re: Adventure Game Mk.II (+2)  
Off Game: I'll set up the story a bit more, as there doesn't seem a big objctive yet...

You go to look at the chasm, which is unnervingly close to you house. Darn low-cost housing. It is a large blask gash in the beautiful landscape in which live monsters of terrible and unimaginable evil. Giant roaches, or something ;).

>look Castle

Atop a prominent hill stands the castle of the ruler, a castle built on the side of the hill while you were very young, whose walls are made of granite hauled up there by diligent workers devoted to the cause of the benevolent ruler. The tallest tower rises up above the rest and catches the rays of the sun, giving the granite look a slightly red tint at dusk and dawn.

>look Forest

The ancient forest of Chet, a place said to be where creatures of magic live and grant wishes to those who go there at night. All you got was a twig and a T-shirt.

>go Forest

Leaving the splendour of the castle and the forboding evil of the CODD behind you, you head towards the wood, suddenly picking up a faint sound coming from inside a bush on the way.

Another off-Game: Apologies for any speelling mistakes :blush .

Edit: By the way, This is just to set the story, let's keep it short like the old one :) .

[Edited by wackhead_uk at Local Time:04-21-2005 at 10:25 PM]
04-21-2005 at 09:45 PM
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trick
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> examine bush
04-21-2005 at 11:26 PM
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stigant
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The bush is of the small green variety. You expect that in the spring time, the leaves will be puntuated with bright reds or yellows as the fruit of the bush blooms. However, it is not currently spring time. The leaves of all the bushes along the path are rustling slightly in the breeze, but there seems to be an additional quiver running through this particular bush. You also hear a slight scratching noise which seems to be coming from the bush.

> poke bush with twig from previous Journey

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04-22-2005 at 02:38 PM
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trick
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As you start poking the bush, the scratching noises stop. You go on poking the silent bush for a while until, suddenly, your twig is pulled from your hands! Something in the bush must have taken it.

The twig surfaces from the bush shortly after, and starts poking your left leg.

> pull twig
04-22-2005 at 02:57 PM
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egg egg
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You pull the twig out, with a small Imp-type creature holding on to it.

You aquire item: Imp on a stick

>Delve Deeper

Edit:The Imp finally lets go of the stick and runs off.

You lose item: Imp on a stick

You aquire item: stick
04-22-2005 at 03:37 PM
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trick
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> chase imp
04-22-2005 at 03:40 PM
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egg egg
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Despite its short legs, the imp manages to keep several steps ahead of you, and you finally lose it.

You realise that you are completely lost, in a spooky forest.

There seems to be some kind of ancient temple up ahead.
04-22-2005 at 04:36 PM
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Arkarian
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>look temple

The temple appears to be the standard spooky temple mark 3. it has the standard dark forboding steps, cracked stones, and omminous doorway. you notice the owner has also gone for the extras of creepy vines, and slimey slime coating the steps. However, the temple has no MOT, and so has been clamped, preventing you from driving it away.

There are four exits, backwards, forwards, sideways and enter temple.

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04-26-2005 at 03:20 PM
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SuperV
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icon Re: Adventure Game Mk.II (+1)  
i enter in the temple


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04-26-2005 at 04:06 PM
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RoboBob3000
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I don't know how to "i enter in the temple".

>Enter Temple

>Jerk.

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04-27-2005 at 08:12 AM
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SuperV
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>Enter Temple


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KDD : Level 8 - 3 rooms remaining
JTRH : Level 8 - 3 rooms remaining

SuperV hint : BUY JTRH!
04-27-2005 at 10:26 AM
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egg egg
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Some repetition there....

Anyway, you enter the temple, but it's too dark to make anything out. It would just be asking to be impaled or crushed to carry on blind.
04-27-2005 at 08:36 PM
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stigant
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> look Twildward


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04-27-2005 at 08:55 PM
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RoboBob3000
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You look off in the direction of the Twild. Nothing special about it. It looks just like any other Twild you've ever looked at before.

>Light stick with knife

You pick up a small stone from the temple floor and scrape it along the edge of your knife. Sparks! It takes some effort, but you are finally able to light the end of your stick. The area is flooded with light!

Item destroyed: stick
Item acquired: tiny makeshift torch (5 moves remaining)

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04-27-2005 at 11:21 PM
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wackhead_uk
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icon Re: Adventure Game Mk.II (+3)  
>Go through temple without being impaled or crushed or really hurt in any way, if posible. And I don't want any tricks, like being stabbed or falling down a pit either.

I do not know "Go through temple without being impaled or crushed or really hurt in any way, if posible. And I don't want any tricks, like being stabbed or falling down a pit either."

>Go temple

You walk through the temple but are stabbed by a large spike and impaled on a spear, before falling down a large pit and being crushed.

>Undo

04-28-2005 at 05:43 PM
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Malarame
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>Look

The light from the makeshift torch allows you to see that you're in a room with exits on all four walls. Directly in front of you is a column with a sign attached to it.

>Read sign

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04-29-2005 at 03:05 AM
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agaricus5
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The sign is covered in cobwebs and dust, but you can still make out the words:

"Notice to all visitors: We advise you to go through the temple carefully without being impaled or crushed or really hurt in any way. Failure to do so may result in unforseen accidents."

Unimpressed, you decide to look around for something that might actually help you to proceed through the temple.

>Look at walls.

You note that while most of the cracked walls are actually only cosmetic effects, and in fact they are rather solid, there is a patch near the bottom of the wall which is crumbling.

>Get rocks from wall.

You scrape at the wall and manage to loosen a few rocks from it.

You obtain 6 large, heavy rocks.

>Throw rock into entrance chamber.

You throw the rock, and it shatters into many fragments as it hits the floor. Immediately, the spear trap in this room, which you luckily missed last time, activates, firing spears out from the walls all over the room. The noise subsides, leaving the room filled with broken spears, but now safe to walk through. The torch you have, in the meantime, has burnt down by two moves.

>Enter exit on eastern wall.

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05-02-2005 at 05:46 PM
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CyberFish
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You find yourself in a long corridor which curves off to the left. There are small holes at eye-height in the left wall, just big enough for you to put your hand through.

> Throw rock

The rock rolls along the floor ahead of you. Nothing happens.

>Look at hole

It's too dark to see anything. There is a faint oily smell.

>Put stick in hole

You don't have a stick.

>Put torch in hole

The small pool of oil inside the hole ignites! The area around you is illuminated. You see that the hole is placed as the mouth of a large carving of an extremely ugly demonic face. The other holes along the wall light up as well.
05-07-2005 at 08:15 PM
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HappyMutant
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> quench torch

You put out the torch, preserving it.

> x demon face

You scowl at the hideous, demonic face, which scowls back at you with firey eyes and a tounge of flame.

> north

You follow the corridor.

The long corridor continues to curve left (to the west), and the floor is sloped downwards. A few small holes in the wall dimly light the room with flame.

A large rock is here.

> west

The long corridor continues to curve left (to the south), and the floor is sloped downwards. A small hole in the wall provides just enough light to see.

> south

The long corridor continues to curve left (to the east), and the floor is sloped downwards. The hallway ends at a stone door. A blue glow emanates from behind the door. A demonic face is on the left wall.

> x door

The door is stands barely ajar. The edge of the door is visible; the door appears to be about a foot thick. The space between the door jam is only a few millimeters across. A dim blue glow radiates through the space, and you can feel a moist, cool breeze just sneaking through.

> open door

Do you want to pull or push the door?

> pull

The door has no knob, so you try gripping the edge of the door with your fingertips and pulling. It's far too heavy for you to move.

> examine face
05-08-2005 at 12:05 AM
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stigant
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The demonic face is one of the most grotesque things you have ever seen. Its lips are curled into a vicious snarl, revealing several long, snaggled fangs. The nose is large, bulbous, and pierced through the septum with a bronze ring. The demon's eyes at first look to be coal black, but on closer inspection, you detect subtle, fluid reds, almost as if the eyes are burning from deep within. Three horns protrude from its forhead and temples. The ears are pointy and set back from the face. Normally, such a face would be set directly into a door, but this one is actually attached to a neck, giving it the appearance of a tortured soul straining to escape from hell.

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05-08-2005 at 01:31 AM
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> talk to face


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05-11-2005 at 10:44 PM
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stigant
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You strike up a conversation with the demonic face. It is unresponsive to your overtures. Much like the doornob you tried to pick up the last time you stopped in the local pub for a pint of root beer.

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05-11-2005 at 10:49 PM
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Radiant
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> drink root beer

You don't have any root beer.

> get root beer

No, you spent five months in rehab to get rid of that addiction.

> open door

I already told you, the door has no knob.

> open door

Somebody's not paying attention here. Stop that!

> open door

Don't say I didn't warn you! The door falls out of its frame and lands right on top of you! Needless to say you don't particularly enjoy your new flattened shape.

> undo

Ok

> knock door

A small window you hadn't seen before opens in the center of the door, and a greenish-looking figure peers out. "Yeeeeesssss?" it rasps.



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05-12-2005 at 09:40 AM
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agaricus5
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>Ask figure to open door.

You ask it to open the door, but it just laughs at you and shuts the window. The demonic face's eyes, in the meantime, begin to glow more intensely red, and a strange raspy sound emanates from its mouth, as if it is laughing at you as well. The blue glow behind the door, you notice, fades shortly after, leaving the only light coming from the flaring oil.

>Inspect statue.

You search for a short while, and are fairly unimpressed to find a small crumbling area in the statue's neck.

>Remove crumbling rock.

You quietly and carefully remove the rock from the statue's neck, and are even more unimpressed to find that it is actually hollow. What is more, you can see a small reddish figure within the head, which you presume is the source of the face's noises and glowing eyes.

>Grab creature.

You quickly reach in and grab the figure, which squeals and struggles to get free. You pull it out, but it manages to wriggle out of your grasp. It then runs towards the door and pushes it open before running down, squeaking, into the dark corridor beyond. You wonder why you hadn't pushed the door in the first place.

>Enter corridor

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05-14-2005 at 03:21 PM
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egg egg
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You walk down the corridor, which soon branches off into three different paths.

There is a dry, square looking path to the north, filled with a warm light.

A damp, dark tunnel, dripping with slime and filled with evil laughter to the east.

A huge endless pit of mothingness to the west.

Suddenly all of the lights go out and you are left in pitch darkness. You turn round, looking for any source of ligh, and then realise that you can't remember your origional direction.

You have no way of knowing with way is which, and the only sound is an annoying dripping directly above you.

>Panic
05-15-2005 at 10:05 AM
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Malarame
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You panic for several minutes, but it gets you nowhere and so you decide to calm down. You're still in pitch black and you still don't know where you're going. Now you wish you hadn't quenched your torch earlier.

The dripping sound is now coming from directly in front of you.

>step forward

You take a step forward and immediately feel something dripping on your head. It feels thick and slimy and sticky. You take some of the goop in your hand and lift it to your nose.

>smell goop

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05-16-2005 at 05:53 PM
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stigant
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The goop has an fruity bouquet with oaky undertones and hints of cinamon and blackberries. You are reminded of an all-to-short evening with a beautiful girl, and the smell of your shirt after she threw the wine in your face and left with the hunk at the bar. Perhaps you should date more doorknobs.

> store goop

You put the goop into your pocket. You now have linty goop.





[Edited by stigant at Local Time:05-16-2005 at 07:43 PM]

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05-16-2005 at 07:43 PM
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Radiant
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> throw goop east

You are unsure which way 'east' is in the total darkness.

> listen

There is a dripping sound above you. Some evil laughter is coming from an unknown direction.

> throw goop at laughter

You blindly throw the linted goop (or gooped lint) in the direction of the laughter. There is a splash, followed by a cry of rage. You hear rapidly approaching footsteps, accompanied by evil snarls!

> duck

Goose?

> no

Okay, sorry. You duck to the ground, just in time for the raging figure to bound straight over your head. Not noticing you, it rushes onward... unaware of the pit of mothingness lying straight in that direction! Unable to stop in time, the creature plunges deep into the mothingness, leaving nothing but a dwindling scream.

> go laughter

You move in the direction where the laughter was...


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05-23-2005 at 10:33 PM
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