Dragon Adventure
William Stott
children dragon kid-friendly kids kids children parser
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The faces of the council members look grim. Gilgern continues to speak.
"Of course, something must be done soon," he says in that gruff, hearty voice you have come to dislike so much. "Must restore public confidence and encourage the return of people to the land. Can't just leave the place to the likes of dragons and trolls. We must all make money again. Isn't as though it's just arrived, dragon's been there for years. Just that people found out about it, that's all."
Marzipam looks round nervously at the others in the so-called Council of the Wise.
"Of course, we can't afford to pay you much. We are just poor men ourselves. Think of this more as a civic duty..." he wheezes.
Around you the other travellers and adventurers shift nervously. Gilgern hurriedly adjusts his glasses and glances down at the scroll in front of him. "Says here that the Great Worm can be beaten," he goes on. "Sword of Erondil is the only weapon which can penetrate a dragon's scaly hide. Enchanted weapon, you see. Last seen many years ago in the Castle of Abercorn. Big, ugly place. Near the sea, I think, if memory serves me right. Dragon must be getting a bit careless and lazy by now. Been there all that time. Stands to reason. Might get in a lucky hit or something."
Marzipam breaks in. "Or there's the spell, I suppose. The dragon is supposed to be held in place under an old enchantment, though that's perhaps just an old tale. Break the spell and the dragon will leave, the story goes..."
"Well, which of you is interested?" Gilgern looks across at you and the other adventurers. You begin to wish you had never set foot in the town - it just happened to be on your journey, that's all. You've no wish to tangle with dangerous dragons or anything else.
As Gilgern looks down, you suddenly find that the other adventurers have all quietly taken a couple of steps back, leaving you out in the front.
"Splendid", chortles Gilgern before you can say anything, "We've one brave soul willing to risk their all for our little cause. Welcome, stranger..."
Before you know it, you have been whisked away from the town square in a donkey and cart and deposited beside a track.
"Good luck - you'll need it!" calls the driver over his shoulder, as he hurries away.

Welcome to Dragon Adventure. You start your quest on a mountain path in the North-East...

It is a clear, bright morning and all seems peaceful. A tiny sparrowhawk wheels and soars lazily in the cool empty air above. There is a steep pathway to the south leading down into dense woodland, and you can make out an old building by the path. In the distance you can just glimpse the steel-grey of the sea, far away to the west.

You can go north, south, east or west.
About yourself
You are wearing the traditional clothing of an adventurer...
Go south
An old, thatched building stands near the path. It seems to be an abandoned inn or tavern, as a faded sign reads 'Troll's Arms'. The walls are a dirty white and the paintwork is starting to peel and blister. The windows are covered in cobwebs and there is the faint odour of mildew and decay. Weeds grow between the flagstones of the path leading up to the door, which leans open. No-one seems to have lived here for years. A path leads north into the mountains and there seems to be some swampy ground to the west.

You can go north (to the mountains), west (towards a swamp) or east (into the inn).
Go east
There are a few patches of mould on the walls and the floorboards creak slightly, but the building seems safe enough. As you move you disturb a thin layer of dust. There are some stone steps leading down, and an open doorway to the outside to the west. You see some tables and chairs. There is a dark, intricately-carved wooden chair in the corner behind you.

You can go west (back outside) or down some steps.

You can see a magnificently carved chair here.
You look at the chair
You see the back of one chair is covered with fine carvings...
You examine the carvings
There is a carving of a goblin...
He seems to be holding something...
You examine the goblin
The goblin seems to be blowing a hunting horn...
Wait a minute...
There is a dragon carved next to the goblin!
You look at the floorboards
The floor is made of large, rather uneven rough floorboards, on which lie the remains of the scattered rushes once used as a floor covering.
You move the floorboards
It is fixed in place.
Go downwards
The cellar seems to have been formed from a natural cavern in the rock under the inn, which has been smoothed and extended to form a storage area for the sorts of things inns need to keep - casks and bottles and the like, which will remain cool in the slightly chill air. There are the remains of some old barrels, but almost everything else seems to have been removed from here long ago. Dim daylight filters down the open stairwell from the inn above, where there is a flight of steep stone steps. By the far west wall stand thick stalagmites which rise out of the floor like dragon's teeth, behind which is a dark opening. It might be your imagination, but you think you can just catch an occasional dry, rustling sound coming from deep inside the darkness. The uneven floor is covered in dust, and at first glance you see no signs of life apart from your own boot-prints.

You can go up (to the inn) or west (into the dark tunnel).

You can see an ancient silver coin and some barrels here.
You examine the coin
The coin is very old and made of silver. On one side you see the portrait of an ancient king, on the other there is a picture of a galloping horse. It looks quite valuable.
You take it
Taken.
You look at the barrels
The barrels are now no more than rotten staves of dry wood, held together by the woodworm holding hands.
You have found a pewter mug...
You look at the mug
You see a plain, empty metal beer mug. It looks watertight.
Go east
The cellar seems to have been formed from a natural cavern in the rock under the inn, which has been smoothed and extended to form a storage area for the sorts of things inns need to keep - casks and bottles and the like, which will remain cool in the slightly chill air. There are the remains of some old barrels, but almost everything else seems to have been removed from here long ago. Dim daylight filters down the open stairwell from the inn above, where there is a flight of steep stone steps. By the far west wall stand thick stalagmites which rise out of the floor like dragon's teeth, behind which is a dark opening. It might be your imagination, but you think you can just catch an occasional dry, rustling sound coming from deep inside the darkness. The uneven floor is covered in dust, and at first glance you see no signs of life apart from your own boot-prints.

You can go up (to the inn) or west (into the dark tunnel).

You can see some barrels (which are empty) here.
Dig
(the barrels)
Digging would achieve nothing here.
You move the barrels
Those are fixed in place.
You check your inventory
You are carrying:
a pewter mug
an ancient silver coin
You examine the steps
A flight of shallow stone steps leads downwards.
Go west
An old, thatched building stands near the path. It seems to be an abandoned inn or tavern, as a faded sign reads 'Troll's Arms'. The walls are a dirty white and the paintwork is starting to peel and blister. The windows are covered in cobwebs and there is the faint odour of mildew and decay. Weeds grow between the flagstones of the path leading up to the door, which leans open. No-one seems to have lived here for years. A path leads north into the mountains and there seems to be some swampy ground to the west.

You can go north (to the mountains), west (towards a swamp) or east (into the inn).
You examine the flagstones
A narrow pathway of rough stone slabs leads through a small overgrown garden up to the inn doorway to the east. There are weeds growing between the flagstones. To the north you see a steep path up to the mountains, and the pathway continues into the dense woodlands to the south.
Go west
Water seeps around the soles of your boots and fills your recent footprints. You can hear the croaking of frogs and the occasional bubble of marsh-gas coming to the surface. There is an abandoned inn to the east, and a path leads south into the forest. To the west there seems to be a little country road.

You can go south (along a forest path), east (towards an inn) or west (towards a road).

A little man comes up to you and asks if you want to buy a box.
You can see a little man and a large cardboard box here.
Examine box
You see a large cardboard box on the ground by the little man's feet.
You examine man
You see a little man with a large cardboard box.
You buy the box
The little man takes the coin and leaves you the cardboard box.
He runs off, laughing...
You open the box
You see a lot of parts and an instruction sheet.
You examine sheet
The sheet reads...
'Acme EASY-FIT Hang-Glider kit. All you need is a screwdriver...'
You examine the parts
You see an open cardboard box full of metal struts and pieces of canvas...
The label reads... 'Acme Hang-Glider Kit'.
You go to the south
The opening to a deep cave leads eastwards into darkness. The air near the entrance smells rather stale and musty, and altogether rather unpleasant. The path into the forest winds south, and to the north is some swampy ground.

You can go north (to a swamp), south (into the trees) or east (into the dark cave)
You look at the cave
You see the dark opening of a cave amongst some rocks to the east. The air near the mouth of the cave smells a little fetid and stale, as you imagine might the lair of a wild animal such as a bear or mountain lion.
You go south
Nestling in a clearing amongst the trees is a tiny, thatched cottage. Smoke rises gently from the chimney. The little garden is badly overgrown, but the path leading to the doorway is fairly clear. You notice that the peeling door stands slightly open, but it has no knob or handle. The path leads south deeper into the trees, and continues north.

You can go north (along a path), south (deeper into the trees) or east (into the cottage).
You examine garden
The cottage has a small garden, though it is badly overgrown. Brambles and thistles now grow where once there must have been neat flower beds.
You examine the chimney
The cottage has a roof of thick thatch and a small brick chimney, from which you see a thin wisp of woodsmoke.
You examine the door
The cottage has a little wooden door, painted brown. There is no knocker. The door seems to be open...
Go east
As you go in, there is a crash and the door slams shut behind you...

The cottage has a homely, lived-in feel but is a little untidy. A fire burns in the grate. Someone has obviously been here recently,  but there is no-one around. The door is somehow shut tight, and you see no keyhole or door-knob.

There is no obvious way to get out.

You can see a wooden table and a nail behind the door (on which is a large iron key) here.
You examine table
The table has a fresh, white tablecloth.
On it you see a bunch of bananas...
You examine the bananas
You see a bunch of ripe, yellow bananas. They all seem quite fresh.
You examine the cloth
(the wooden table)
The table has a clean, white tablecloth.
You examine the key
You see a large, dull iron key that must be for an ancient door.
You look at the nail
A large, iron key is hanging on a nail behind the door.
You take the tablecloth
(the wooden table)
That's fixed in place.
You take the nail
It's fixed in the door.
You examine grate
A small fire is burning in the grate. Above the fireplace is a heavy stone mantelpiece with little shelves at the sides which hold some china pots. Across the top of the fireplace is a short line, on which two dishcloths are hung to dry (perhaps something of a fire hazard). By the side of the fire hangs an old, copper warming pan.
You examine the pots
On a small shelf by the side of the fireplace are some little china jars. They are all empty.
You look at the line
There is a short line running across the top of the fireplace. Pegged onto it are two small dishcloths, set out to dry (perhaps something of a fire hazard).
You look at the pan
By the side of the fireplace hangs a copper warming pan, of the type you might have seen in pictures in books. The idea is you put hot ashes in the pan and use it to warm up a cold bed before you get in.
You take the pan
The warming-pan has no use in this game...
You examine the floor
(the floor)
The floor is made of large, irregular slabs of stone. It is slightly uneven. Near the fire is a thick, red rug.
You look at the rug
The floor is made of large, irregular slabs of stone. It is slightly uneven. Near the fire is a thick, red rug.
You move the rug
It is fixed in place.
You take the rug
That's hardly portable.
You examine the walls
The cottage has plain, whitewashed walls. There are a few cobwebs and a fine layer of dust on some of the surfaces. Whoever lives here has little interest in housework.
You examine the ceiling
(the roof)
The ceiling above you is made of cream plasterwork, supported by dark wooden beams running the length of the room.
You examine the door
The door is shut tight. There is no keyhole, and no doorknob or handle. You see no way it can be opened. There is an old nail sticking out behind the door.
You check what you're carrying
You are carrying:
a bunch of bananas
a large iron key
a large box full of parts (which is open)
an instruction sheet
a pewter mug
You eat the banana
Mmmm, lovely...
Inventory
You are carrying:
some banana skins
a large iron key
a large box full of parts (which is open)
an instruction sheet
a pewter mug
You look at the skins
You see several banana skins.
You drop the skins
Dropped.
You fill the mug
OK... you fill the mug with water from the lake.
You examine water
It just looks like ordinary water... it looks clean enough to drink or cook with.
You throw the water at fire
(first taking the water)
That's hardly portable.
Inventory
You are carrying:
some banana skins
a large iron key
a large box full of parts (which is open)
an instruction sheet
a pewter mug (full)
some water
You pour the water
You're not carrying anything you can pour...
Burn table
This dangerous act would achieve little.
You eat the skins
They're plainly inedible.
You look at the table
The table has a clean, white tablecloth.
Drink water
Glug, glug... You drink the water in the mug...
You pull the dishcloths
It doesn't do much in this game...
You take the pots
They all seem to be glued to the shelf. Perhaps some clumsy person got tired of knocking them over...
You look at the tablecloth
(the wooden table)
The table has a clean, white tablecloth.
You jump
You jump up and down...
Sing
Your singing is abominable.
Pray
Nothing practical results from your prayer.
You buy the box
The little man takes the coin and leaves you the cardboard box.
He runs off, laughing...
You go to the south
The opening to a deep cave leads eastwards into darkness. The air near the entrance smells rather stale and musty, and altogether rather unpleasant. The path into the forest winds south, and to the north is some swampy ground.

You can go north (to a swamp), south (into the trees) or east (into the dark cave)
You go south
Nestling in a clearing amongst the trees is a tiny, thatched cottage. Smoke rises gently from the chimney. The little garden is badly overgrown, but the path leading to the doorway is fairly clear. You notice that the peeling door stands slightly open, but it has no knob or handle. The path leads south deeper into the trees, and continues north.

You can go north (along a path), south (deeper into the trees) or east (into the cottage).
You go to the south
Grey-green ferns brush your ankles as you move along the path, and the light filters dimly through the branches and leaves overhead. You hear the soft calls of woodland birds. The pathway leads north and continues west, deeper into the forest.

You can go north (along the path) or west (into the forest).

You can see an empty stone bird bath here.
You examine the bath
You see an empty stone bird bath.
You fill the mug
OK... you fill the mug with water from the lake.
You pour the water
You fill the bird bath...

A little bird flies down and uses the bath...
It drops a small candle stub at your feet...
You look at it
You see a small candle stub.
Full
You have so far scored 3 out of a possible 25, in 48 turns.

The score is made up as follows:



3 total (out of 25)
Go west
The twisting path leads through an ancient forest. Red and blue butterflies dance above the grass and you can hear the soft calls of wood-pigeons in the trees. The leaves rustle gently in the morning breeze. The pathway leads east deeper into the forest and continues north, winding into the trees. There is an old tree-stump next to the path where once a great oak tree must have stood. It seems to be hollow in the centre.

You can go north (along a path) or east (further into the forest).

You can see a hollow tree stump here.
You look at the butterflies
You see some red and blue butterflies which dance in the still morning air of the forest.
You examine the stump
You look carefully at the hollow tree stump.
You have found a box of matches...
Examine box
You see a box of matches.
You go north
Dragonflies hum and hover, and you hear the occasional splash of feeding fish. You have a feeling of tranquility instilled by the placid, lazy waters. There is a little path winding between dense trees towards the south. You can see the start of a deserted gravel road to the north, and you can just make out the sea to the west.

You can go south (further into the trees), north (towards the road) or west (towards the sea).

You can see some long reeds here.
You examine the reeds
You see a mass of reeds that sway gently in the shallow water.
Looking in the reeds, you find a sack. There is something inside...
You open the sack
You open the sack...
Inside is a reed flute...
You examine the flute
The flute is made of carved wood. It has a wide bulge near the mouthpiece, with two thin pipes coming down. One pipe is plain - the other one looks a little like a child's recorder, with small finger holes. There is a vibrating reed at the end where you blow. It looks quite hard to play.
You play the flute
OK... squeeeak...
(You don't know how to play it properly - perhaps you should find an instruction booklet...)
You look at the fish
You see some ripples in the surface of the water where fish seem to be feeding.
Go west
You hear the crashing sound of waves in your ears. White gulls wheel and play in the sky above, and you can taste the salt-spray on your lips. Pebbles crunch beneath your feet as you move. You can see the ruins of an old stone lighthouse to the south. There is a wasteland of sand dunes to the north, and forest trees to the east.

You can go north (towards wasteland), south (towards a lighthouse) or east (towards trees).

You can see a parachute here.
You examine the parachute
You see an old, rather alarming-looking parachute.
You examine the pebbles
The beach is composed of small pebbles and shingle, rather than sand. The small stones scrunch beneath your feet as you walk. The beach slopes gently down to the waves which rhythmically crash and hiss, and you hear the cries of gulls.
Go south
The ferocious power of ancient storms has long ago broken down and collapsed the lighthouse tower. There are the dense trees of a forest to the east, and more mountains in the far distance. Towards the north is a beach where the white surf hisses on the shingle and pebbles. The entrance to the ruined lighthouse is south. You can hear the cry of gulls in the cool, clear air.

You can go north (towards the beach) or south (into the lighthouse).
You look at the lighthouse
You see the ruins of an old lighthouse to the south.
You examine the trees
You see salty scrub and a few low bushes which somehow cling to the rocky and windswept ground. You see the ruined building of an old lighthouse, with its open entrance to the south
Go south
You stand in the ruins of a round room which is open to the sky. There are several narrow windows, and the floor is of rough, grey flagstones. Everywhere seems to be deserted. There is a narrow passageway in the eastern wall, leading into darkness. The passage roof looks a little unsafe.

You can go north (back outside) or east (into the dark passage).

You can see a mouldy old boot here.
You look at the boot
You see an old, mouldy boot.
Something is rattling in the bottom.
Empty boot
A small screwdriver falls out of the boot...
You take the screwdriver
(putting the pewter mug into the brown hessian sack to make room) Taken.
You look at the screwdriver
You see a small screwdriver.
You go east
The slight movement of your passing causes the unstable tunnel roof to collapse just behind you once you enter...

It is pitch dark, and you can't see a thing.
Go north
You hear the crashing sound of waves in your ears. White gulls wheel and play in the sky above, and you can taste the salt-spray on your lips. Pebbles crunch beneath your feet as you move. You can see the ruins of an old stone lighthouse to the south. There is a wasteland of sand dunes to the north, and forest trees to the east.

You can go north (towards wasteland), south (towards a lighthouse) or east (towards trees).
You go to the north
A stretch of uneven waste ground stands closeby to a castle. There are old dunes covered in spiky patches of marram and couch grass. You can make out the old castle and its buildings away to the north. The blue-grey of the sea curves around in a wide arc to a beach towards the south.

You can go north (towards the castle), south (to the beach) or east (towards the trees).

You can see an old delivery bicycle here.
You examine the bicycle
You see an old-fashioned bicycle that might once have been used to deliver groceries for a small corner shop. It's painted black and seems quite an antique, though the wheels and chain look well-oiled and in good order. There is a small bicycle lamp firmly fixed to the front. Some gold lettering on the side of the large front basket reads, 'We Deliver'.
Ride bike
As you sit on the saddle the bicycle lamp comes on...
The bicycle suddenly moves off by itself...

Help! It's a magic bicycle!
It just goes by itself... you can't stop!

A gravelled country road leads north. A white-painted wooden signpost points west, where you can make out the sea. You can just glimpse the glint of more water through the trees, far to the south.

You can go north (along the road), south (into the trees) or west (towards the sea).

You can see a signpost here.

You just can't stop!

A country road stretches to the south, its gravelled surface crunching slightly beneath your boots. It is bordered by trees and old hedgerows. Towards the east is a patch of swampy ground.

You can go east (towards the swamp) or south (along the road).

You can see a wooden signpost here.

Help! It's a magic bicycle!

Water seeps around the soles of your boots and fills your recent footprints. You can hear the croaking of frogs and the occasional bubble of marsh-gas coming to the surface. There is an abandoned inn to the east, and a path leads south into the forest. To the west there seems to be a little country road.

You can go south (along a forest path), east (towards an inn) or west (towards a road).

You can see a large cardboard box here.

Aaaargh!! You splash through the swamp...

The opening to a deep cave leads eastwards into darkness. The air near the entrance smells rather stale and musty, and altogether rather unpleasant. The path into the forest winds south, and to the north is some swampy ground.

You can go north (to a swamp), south (into the trees) or east (into the dark cave)

Help! You hurtle into the cave opening!

You are deep inside a cave. You are moving too quickly and hanging on too tightly to take much notice of anything...

You zoom through the tunnels!
You can't stop!

You whizz through a rock chamber...

You finally skid to a halt under the Dragon's nose...
You can feel its foul, fetid breath on your cheek...

You are underneath the (now slightly bruised) nose of an immense dragon which towers above you. It starts to move...

You can see an old delivery bicycle (providing light), a huge dragon and a pile of bones here.
Inventory
You are carrying:
a small screwdriver
a mouldy old boot
a parachute
a brown hessian sack containing:
a pewter mug
a reed flute
a box of matches
a small candle stub (unlit)
Go east
A gravelled country road leads north. A white-painted wooden signpost points west, where you can make out the sea. You can just glimpse the glint of more water through the trees, far to the south.

You can go north (along the road), south (into the trees) or west (towards the sea).

You can see a signpost here.
You examine signpost
The sign reads...
'To the Castle of Abercorn'.
The sign points west...
You go north
A country road stretches to the south, its gravelled surface crunching slightly beneath your boots. It is bordered by trees and old hedgerows. Towards the east is a patch of swampy ground.

You can go east (towards the swamp) or south (along the road).

You can see a wooden signpost here.
You examine signpost
The sign reads...
'To the Castle of Abercorn'.
The sign points south...
Go east
Water seeps around the soles of your boots and fills your recent footprints. You can hear the croaking of frogs and the occasional bubble of marsh-gas coming to the surface. There is an abandoned inn to the east, and a path leads south into the forest. To the west there seems to be a little country road.

You can go south (along a forest path), east (towards an inn) or west (towards a road).

You can see a large cardboard box here.
You take the box
(the large cardboard box)
(putting the small candle stub (unlit) into the brown hessian sack to make room)
Taken.
You put it in the sack
You put the large cardboard box into the brown hessian sack.
You go to the north
The ruined forge stands just outside the castle. There is no roof, and the remains of thick stone walls are open to the sky. The castle itself is closeby to the north, its stone towers soaring upwards. There is desolate wasteland stretching away to the south.

You can go north (towards the castle itself), or south (to some wasteland).

You can see a brass lamp here.
You examine the lamp
The lamp is made of brass, and seems very old. It looks a little dirty, and could probably do with a good clean. There is some old writing engraved on the bottom... you can just make out a short inscription. It reads,
'Alladin's Lamp Company'...
You rub lamp
Everything seems to be spinning round...
You gaze around at your new surroundings...

The lamp flies out of your hand and disappears from sight...

Nestling in a clearing amongst the trees is a tiny, thatched cottage. Smoke rises gently from the chimney. The little garden is badly overgrown, but the path leading to the doorway is fairly clear. You notice that the peeling door stands slightly open, but it has no knob or handle. The path leads south deeper into the trees, and continues north.

You can go north (along a path), south (deeper into the trees) or east (into the cottage).
You put the lamp in the sack
You put the brass lamp into the brown hessian sack.
Go north
The hulk of a massive, stone castle towers into the sky above you. The walls are covered in grey lichen and moss, and seem to have stood here since the beginning of time itself. Set into the wall to the north you can see a large oak door, dark and weathered. There is a keyhole surrounded by a black iron plate. The ruins of the castle forge lie to the south. The door is locked, and there is no other way inside.

The only way you can go is south (to the forge).

You can see a small silver bell here.
You examine the bell
You see a delicate-looking, small silver bell, engraved with intricate swirling patterns.
You examine the door
The door is set deep into a thick archway in the massive walls. The door itself is made of oak, weathered dark over the centuries it has stood here at the castle entrance. There is a plain, black wrought-iron plate surrounding a keyhole. There is no knocker or handle.
The door is locked.
You ring bell
You ring the bell...
You hear the note of a horn answering in the distance...
You wait for a while
Time passes.
You put the bell in the sack
You put the small silver bell into the brown hessian sack.
You go south
You can see an old delivery bicycle here.
Go east
You can see a signpost here.
You go north
You can see a wooden signpost here.
Go north
It is a clear, bright morning and all seems peaceful. A tiny sparrowhawk wheels and soars lazily in the cool empty air above. There is a steep pathway to the south leading down into dense woodland, and you can make out an old building by the path. In the distance you can just glimpse the steel-grey of the sea, far away to the west.

You can go north, south, east or west.
You examine the hawk
You see a little sparrowhawk gliding and soaring in the clear morning sky high above.
You go west
Water seeps around the soles of your boots and fills your recent footprints. You can hear the croaking of frogs and the occasional bubble of marsh-gas coming to the surface. There is an abandoned inn to the east, and a path leads south into the forest. To the west there seems to be a little country road.

You can go south (along a forest path), east (towards an inn) or west (towards a road).
You look at what you're carrying with you
You are carrying:
a large iron key
a small screwdriver
a mouldy old boot
a parachute
a brown hessian sack containing:
a small silver bell
a large cardboard box
a small candle stub (unlit)
a pewter mug
a reed flute
a box of matches
You go to the south
Grey-green ferns brush your ankles as you move along the path, and the light filters dimly through the branches and leaves overhead. You hear the soft calls of woodland birds. The pathway leads north and continues west, deeper into the forest.

You can go north (along the path) or west (into the forest).

You can see a stone bird bath (full of water) here.
Go west
The twisting path leads through an ancient forest. Red and blue butterflies dance above the grass and you can hear the soft calls of wood-pigeons in the trees. The leaves rustle gently in the morning breeze. The pathway leads east deeper into the forest and continues north, winding into the trees. There is an old tree-stump next to the path where once a great oak tree must have stood. It seems to be hollow in the centre.

You can go north (along a path) or east (further into the forest).

You can see a hollow tree stump (which is empty) here.
You go north
The Troll is chasing after you!

Dragonflies hum and hover, and you hear the occasional splash of feeding fish. You have a feeling of tranquility instilled by the placid, lazy waters. There is a little path winding between dense trees towards the south. You can see the start of a deserted gravel road to the north, and you can just make out the sea to the west.

You can go south (further into the trees), north (towards the road) or west (towards the sea).

You can see a huge Troll with a club and some long reeds here.
Go west
The Troll is chasing after you!

You hear the crashing sound of waves in your ears. White gulls wheel and play in the sky above, and you can taste the salt-spray on your lips. Pebbles crunch beneath your feet as you move. You can see the ruins of an old stone lighthouse to the south. There is a wasteland of sand dunes to the north, and forest trees to the east.

You can go north (towards wasteland), south (towards a lighthouse) or east (towards trees).

You can see a huge Troll with a club here.
You take the bell
(putting the box of matches into the brown hessian sack to make room) Taken.
You go south
The ruined forge stands just outside the castle. There is no roof, and the remains of thick stone walls are open to the sky. The castle itself is closeby to the north, its stone towers soaring upwards. There is desolate wasteland stretching away to the south.

You can go north (towards the castle itself), or south (to some wasteland).
You take the bananas
(putting the parachute into the brown hessian sack to make room) Taken.
You check what you're carrying
You are carrying:
a bunch of bananas
a large iron key
a small silver bell
a small screwdriver
a mouldy old boot
a brown hessian sack containing:
a parachute
a box of matches
a large cardboard box
a small candle stub (unlit)
a pewter mug
a reed flute
Go north
The hulk of a massive, stone castle towers into the sky above you. The walls are covered in grey lichen and moss, and seem to have stood here since the beginning of time itself. Set into the wall to the north you can see a large oak door, dark and weathered. There is a keyhole surrounded by a black iron plate. The ruins of the castle forge lie to the south. The door is locked, and there is no other way inside.

The only way you can go is south (to the forge).
You unlock the door with the key
You unlock the door to the castle.
You go north
The floor under your boots is made of smooth stone slabs, and you breathe air that is cold and chill. Your footsteps echo though the empty building. There is a fragile-looking spiral staircase of stone leading upwards.

You can go south (back outside) or up the stairway.
Go south
The hulk of a massive, stone castle towers into the sky above you. The walls are covered in grey lichen and moss, and seem to have stood here since the beginning of time itself. Set into the wall to the north you can see a large oak door, dark and weathered. There is a keyhole surrounded by a black iron plate. The ruins of the castle forge lie to the south. The castle door to the north is unlocked.

You can go south (to the forge), or north (into the castle).
You take the lamp
(putting the mouldy old boot into the brown hessian sack to make room) Taken.
Go upwards
The stairs collapse behind you just as you reach the top...

High on the tallest tower in the castle, the wind tugs and snatches at your clothing and hair. The ground is far below you. Heavy stone battlements edge the parapet, and you have an excellent view across the surrounding countryside.

There is no obvious way to get down.

You can see a monkey waving a sword and a booklet here.
You give the bananas to the monkey
The monkey takes a keen interest in the bananas, and inspects them carefully. He starts munching them, dropping the sword...
You take Sword
The ancient sword seems to come to life in your hand as you pick it up. The metal looks brighter, and the brass of the handle looks almost golden now. The sword seems to fit and balance in your hand as if it was made for you, and seems almost weightless in your grasp. It may be your imagination, but the whole blade seems to have a gentle blue glow, and you suddenly notice some strange runic lettering engraved on the blade in a language unfamiliar to you...
Taken.
You take the booklet
(putting the small screwdriver into the brown hessian sack to make room)
Taken.
You read it
You see a detailed instruction booklet. On the front cover are the words:
'How to Play - learn how to charm serpents and other dangerous reptiles with a reed pipe, and how to break old entrancements'...
You read through the booklet carefully...
You read the Sword
You see a very old sword. It has a thick, straight blade of dull grey metal, and a hilt of intricately-worked brass. It looks very sharp.
You describe your surroundings
High on the tallest tower in the castle, the wind tugs and snatches at your clothing and hair. The ground is far below you. Heavy stone battlements edge the parapet, and you have an excellent view across the surrounding countryside.

There is no obvious way to get down.

You can see some banana skins and a monkey (munching the bananas) here.
You take the skins
(putting the small silver bell into the brown hessian sack to make room)
Taken.
Ride bike
As you sit on the saddle the bicycle lamp comes on...
The bicycle suddenly moves off by itself...

Help! It's a magic bicycle!
It just goes by itself... you can't stop!

A gravelled country road leads north. A white-painted wooden signpost points west, where you can make out the sea. You can just glimpse the glint of more water through the trees, far to the south.

You can go north (along the road), south (into the trees) or west (towards the sea).

You can see a signpost here.

You just can't stop!

A country road stretches to the south, its gravelled surface crunching slightly beneath your boots. It is bordered by trees and old hedgerows. Towards the east is a patch of swampy ground.

You can go east (towards the swamp) or south (along the road).

You can see a wooden signpost here.

Help! It's a magic bicycle!

Water seeps around the soles of your boots and fills your recent footprints. You can hear the croaking of frogs and the occasional bubble of marsh-gas coming to the surface. There is an abandoned inn to the east, and a path leads south into the forest. To the west there seems to be a little country road.

You can go south (along a forest path), east (towards an inn) or west (towards a road).

Aaaargh!! You splash through the swamp...

The opening to a deep cave leads eastwards into darkness. The air near the entrance smells rather stale and musty, and altogether rather unpleasant. The path into the forest winds south, and to the north is some swampy ground.

You can go north (to a swamp), south (into the trees) or east (into the dark cave)

Help! You hurtle into the cave opening!

You are deep inside a cave. You are moving too quickly and hanging on too tightly to take much notice of anything...

You zoom through the tunnels!
You can't stop!

You whizz through a rock chamber...

You finally skid to a halt under the Dragon's nose...
You can feel its foul, fetid breath on your cheek...

You are underneath the (now slightly bruised) nose of an immense dragon which towers above you. It starts to move...

You can see an old delivery bicycle (providing light), a huge dragon and a pile of bones here.
You play the flute
It seems to be a very strange flute... it almost feels like it's playing all by itself...
It produces a beautiful and haunting, rhythmical melody...

The music seems to have a strange effect on the dragon... its great head gently sways, and its eyes lose their faraway, faded look and come to focus on you.
The magical sound of your playing has woken the Dragon from its deep enchantment...

All is quite silent, but a honeyed voice of ancient darkness creeps deep into your head.

"Who are you who disturbs my sleep?" the creature asks slowly.
"I was imprisoned here by wicked charms in this cave where the water seeps, in the cold, dark heart of the mountain.
I must guard gold, where caverns hold the lost treasure of ancient kings and other beings long since vanished from this world.
I have been here so long I have forgotten why.
That evil entrancement is at last broken, and I am now free to leave this place.
You have done this thing for me. In return, any gold you may find here is now yours.
Greetings, Traveller..."

Now you need to find the treasure...
Look around
This place, deep in the mountain heart, seems dreamlike and somehow magical. Distorted formations of twisted rock rise from the cave floor, while gossamer traceries of stone seems to float in the air to create delicate screens and alcoves. Everywhere hang pale stalactites. The floor of the chamber is covered in red dust and pieces of broken white bone.

The great creature itself is lying coiled in the corner, its slate-coloured flanks slowly heaving and falling as it breathes. Its immense wings are tightly folded on its back and look as if they have been carved from polished copper. One of the beast's horny claws is resting on a pile of ivory-coloured bones. The air is sickly-sweet and dank.
The beast seems to be emerging from a deep, long sleep.

Tunnels lead north and west.

You can see an old delivery bicycle (providing light), a huge (no longer enchanted) dragon and a pile of bones here.
You look at the bones
You see occasional groups of white bones in shadowy crevices, and crunch fragments under your boots. You wonder whether these bones are just those of animals which once foolishly wandered into these tunnels.
You notice a bottle amongst the bones...

The bicycle lamp finally flickers and goes out.

It is now pitch dark in here!
Light match
This dangerous act would achieve little.
You take the candle
(putting the large iron key into the brown hessian sack to make room) Taken.
You take the matches
(putting the ancient, enchanted sword into the brown hessian sack to make room)
Taken.
Light candle
OK... you light the candle using the matches...

This place, deep in the mountain heart, seems dreamlike and somehow magical. Distorted formations of twisted rock rise from the cave floor, while gossamer traceries of stone seems to float in the air to create delicate screens and alcoves. Everywhere hang pale stalactites. The floor of the chamber is covered in red dust and pieces of broken white bone.

The great creature itself is lying coiled in the corner, its slate-coloured flanks slowly heaving and falling as it breathes. Its immense wings are tightly folded on its back and look as if they have been carved from polished copper. One of the beast's horny claws is resting on a pile of ivory-coloured bones. The air is sickly-sweet and dank.
The beast seems to be emerging from a deep, long sleep.

Tunnels lead north and west.

You can see a green glass bottle, an old delivery bicycle, a huge (no longer enchanted) dragon and a pile of bones here.
You take bottle
(putting the booklet into the brown hessian sack to make room)
Taken.
You examine it
You see a closed green glass bottle.
Looking through the dark glass, you can just see something stuffed inside...
Go north
The emptiness of a natural cathedral of living rock rises high into darkness above you, far beyond the reach of your candlelight. The sound of your footsteps echoes strangely. There are many stalactites and stalagmites, some of which have joined to form delicate pillars, others just hang like creamy icicles in the still, crisp air. Frozen rivers of snow-white rock spill down from the ceiling beside a dark fissure that spits the southern wall. Occasionally you see fireflies dancing and darting between the columns of pale stone. You are aware of the immense mass of the ancient mountains above.

Openings lead north and south.
Go north
The cave floor is moist from condensation, and your flickering candle casts pools of pallid light which sway and dance through the shadows. Here and there on the walls you notice strange, ugly designs and runes crudely drawn in red and brown ochre. Two pillars of rock seem to cascade from the roof, one streaming down like lumpy, white icing and the other formed from many tight needles of pinkish-brown stalactites. Between them is an opening that leads towards the south, and there are passages leading east and west.

Tunnels lead east, west and south.
You go to the south
This place, deep in the mountain heart, seems dreamlike and somehow magical. Distorted formations of twisted rock rise from the cave floor, while gossamer traceries of stone seems to float in the air to create delicate screens and alcoves. Everywhere hang pale stalactites. The floor of the chamber is covered in red dust and pieces of broken white bone.

The great creature itself is lying coiled in the corner, its slate-coloured flanks slowly heaving and falling as it breathes. Its immense wings are tightly folded on its back and look as if they have been carved from polished copper. One of the beast's horny claws is resting on a pile of ivory-coloured bones. The air is sickly-sweet and dank.
The beast seems to be emerging from a deep, long sleep.

Tunnels lead north and west.

You can see an old delivery bicycle, a huge (no longer enchanted) dragon and a pile of bones here.
Go west
You need to stoop, then crawl in a low underground passageway, covered in dust and cobwebs.

The passage leads east and west.
Go west
You stand in the ruins of a round room which is open to the sky. There are several narrow windows, and the floor is of rough, grey flagstones. Everywhere seems to be deserted. There is a narrow passageway in the eastern wall, leading into darkness. The passage roof looks a little unsafe.

You can go north (back outside) or east (into the dark passage).
You take the scroll
You can't get it out. The bottle neck is too narrow.
You read the scroll
There is a tightly rolled up piece of parchment inside the bottle. The neck of the bottle is too narrow to get it out.
You look at the stub
The candle is lit and shining brightly.
Empty bottle
scroll of parchment: (putting the banana skins into the brown hessian sack to make room)
Dropped.
Inventory
You are carrying:
a green glass bottle (which is open but empty)
a box of matches
a small burning candle stub (providing light)
a brass lamp
a brown hessian sack containing:
some banana skins
a booklet
an ancient, enchanted sword
a large iron key
a small silver bell
a small screwdriver
a mouldy old boot
a parachute
a large cardboard box
a pewter mug
a reed flute
Look around
You stand in the ruins of a round room which is open to the sky. There are several narrow windows, and the floor is of rough, grey flagstones. Everywhere seems to be deserted. There is a narrow passageway in the eastern wall, leading into darkness. The passage roof looks a little unsafe.

You can go north (back outside) or east (into the dark passage).

You can see a scroll of parchment here.
You check your inventory
You are carrying:
a brass lamp
some banana skins
a booklet
an ancient, enchanted sword
a large iron key
a brown hessian sack containing:
a small silver bell
a small screwdriver
a mouldy old boot
a parachute
a box of matches
a large cardboard box
a small candle stub (unlit)
a pewter mug
a reed flute
You look at the bones
You see occasional groups of white bones in shadowy crevices, and crunch fragments under your boots. You wonder whether these bones are just those of animals which once foolishly wandered into these tunnels.
You notice a bottle amongst the bones...
You take bottle
(putting the large iron key into the brown hessian sack to make room) Taken.

The bicycle lamp finally flickers and goes out.

It is now pitch dark in here!
You go north
The Dragon suddenly attacks you...
(apparently, dragons can see quite well in the dark!)
You have just been lightly fried by the Dragon, but you magically return back to life for another go...
(You still have a bit of a headache, though...)

You did something slightly fatal...

You can see a way out to the south...
You take the candle and the matches
small candle stub (unlit): (putting the ancient, enchanted sword into the brown hessian sack to make room)
Taken.
box of matches: (putting the booklet into the brown hessian sack to make room)
Taken.
Light candle
OK... you light the candle using the matches...

This place, deep in the mountain heart, seems dreamlike and somehow magical. Distorted formations of twisted rock rise from the cave floor, while gossamer traceries of stone seems to float in the air to create delicate screens and alcoves. Everywhere hang pale stalactites. The floor of the chamber is covered in red dust and pieces of broken white bone.

The great creature itself is lying coiled in the corner, its slate-coloured flanks slowly heaving and falling as it breathes. Its immense wings are tightly folded on its back and look as if they have been carved from polished copper. One of the beast's horny claws is resting on a pile of ivory-coloured bones. The air is sickly-sweet and dank.
The beast seems to be emerging from a deep, long sleep.

Tunnels lead north and west.

You can see an old delivery bicycle, a huge (no longer enchanted) dragon and a pile of bones here.
Ride bike
It won't budge...
Go north
The emptiness of a natural cathedral of living rock rises high into darkness above you, far beyond the reach of your candlelight. The sound of your footsteps echoes strangely. There are many stalactites and stalagmites, some of which have joined to form delicate pillars, others just hang like creamy icicles in the still, crisp air. Frozen rivers of snow-white rock spill down from the ceiling beside a dark fissure that spits the southern wall. Occasionally you see fireflies dancing and darting between the columns of pale stone. You are aware of the immense mass of the ancient mountains above.

Openings lead north and south.
You examine runes
Here and there on smoother areas of the tunnel walls you see rather ugly designs, both scratched into the rock and drawn crudely with what looks like charcoal and red ochre. The designs seem to make little sense to you, though some look like they may be some sort of lettering.
You ring bell
OK... You ring the bell...
Go south
The Troll is chasing after you!

A gravelled country road leads north. A white-painted wooden signpost points west, where you can make out the sea. You can just glimpse the glint of more water through the trees, far to the south.

You can go north (along the road), south (into the trees) or west (towards the sea).

You can see a huge Troll with a club and a signpost here.
You kill Troll
What with?
You try, but the angry Troll attacks you...
His huge club just misses you...
You take the Sword
The ancient sword seems to come to life in your hand as you pick it up. The metal looks brighter, and the brass of the handle looks almost golden now. The sword seems to fit and balance in your hand as if it was made for you, and seems almost weightless in your grasp. It may be your imagination, but the whole blade seems to have a gentle blue glow, and you suddenly notice some strange runic lettering engraved on the blade in a language unfamiliar to you...
(putting the banana skins into the brown hessian sack to make room) Taken.
You kill Troll
Your enchanted sword luckily strikes the Troll and slays it...Your enchanted sword strikes the Troll and slays it...
You examine troll
Your enchanted sword luckily strikes the Troll and slays it...You see a huge dead troll.
You search troll
Your enchanted sword luckily strikes the Troll and slays it...You find nothing of interest.
You put Sword in the sack
Your enchanted sword luckily strikes the Troll and slays it...You put the ancient, enchanted sword into the brown hessian sack.
Go west
The Troll attacks you...
His huge club just misses you...

A stretch of uneven waste ground stands closeby to a castle. There are old dunes covered in spiky patches of marram and couch grass. You can make out the old castle and its buildings away to the north. The blue-grey of the sea curves around in a wide arc to a beach towards the south.

You can go north (towards the castle), south (to the beach) or east (towards the trees).
You take the Sword
The Troll attacks you...
As his club comes crashing down, you notice a hunting horn at his belt...

Technically, you are now dead, but you have magically returned back to life for another attempt...
(You still have a slight ringing in your ears, though...)

You did something slightly fatal...

You can see a way out to the south...
Inventory
You are carrying:
a box of matches
a small burning candle stub (providing light)
a green glass bottle
a brass lamp
some banana skins
a brown hessian sack containing:
a booklet
an ancient, enchanted sword
a large iron key
a small silver bell
a small screwdriver
a mouldy old boot
a parachute
a large cardboard box
a pewter mug
a reed flute
Go north
A stretch of uneven waste ground stands closeby to a castle. There are old dunes covered in spiky patches of marram and couch grass. You can make out the old castle and its buildings away to the north. The blue-grey of the sea curves around in a wide arc to a beach towards the south.

You can go north (towards the castle), south (to the beach) or east (towards the trees).
You go north
The floor under your boots is made of smooth stone slabs, and you breathe air that is cold and chill. Your footsteps echo though the empty building. A spiral stone staircase leads upwards a short way, but ends abruptly where the steps have recently collapsed.

You can only go south (back outside).
You go up
The stairs have collapsed part-way. There is no way up.
You throw bottle
The bottle smashes into a thousand fragments on the ground, which melt sway to nothing before your eyes.
You see a small scroll of parchment on the ground...
You read it
You see an old parchment scroll. It has writing on it. It says... 'Search the Mountain Inn with care,
To find an answer lying there'...
You take skins
You already have those.
Look around
Dragonflies hum and hover, and you hear the occasional splash of feeding fish. You have a feeling of tranquility instilled by the placid, lazy waters. There is a little path winding between dense trees towards the south. You can see the start of a deserted gravel road to the north, and you can just make out the sea to the west.

You can go south (further into the trees), north (towards the road) or west (towards the sea).

You can see some banana skins and some long reeds here.
Go south
The Troll is chasing after you!

Dragonflies hum and hover, and you hear the occasional splash of feeding fish. You have a feeling of tranquility instilled by the placid, lazy waters. There is a little path winding between dense trees towards the south. You can see the start of a deserted gravel road to the north, and you can just make out the sea to the west.

You can go south (further into the trees), north (towards the road) or west (towards the sea).

You can see a huge Troll with a club, some banana skins and some long reeds here.
You take skins
(putting the brass lamp into the brown hessian sack to make room) Taken.
You throw skins at Troll
You lack the nerve when it comes to the crucial moment.
You throw the skins
Your enchanted sword luckily strikes the Troll and slays it...Your enchanted sword luckily strikes the Troll and slays it...Dropped.
You get the horn
Your enchanted sword luckily strikes the Troll and slays it...Taken.
Blow horn
(first taking the big hunting horn)
Your enchanted sword luckily strikes the Troll and slays it...(putting the box of matches into the brown hessian sack to make room)
Your enchanted sword luckily strikes the Troll and slays it...Your enchanted sword luckily strikes the Troll and slays it...OK... you blow the mighty horn and manage to make a tiny noise...
... toot...
You go north
Your enchanted sword luckily strikes the Troll and slays it...
South End of a Road
A gravelled country road leads north. A white-painted wooden signpost points west, where you can make out the sea. You can just glimpse the glint of more water through the trees, far to the south.

You can go north (along the road), south (into the trees) or west (towards the sea).

You can see a signpost here.
You check what you're carrying
Your enchanted sword luckily strikes the Troll and slays it...You are carrying:
some banana skins
an ancient, enchanted sword
a scroll of parchment
a small burning candle stub (providing light)
a brown hessian sack containing:
a box of matches
a brass lamp
a booklet
a large iron key
a small silver bell
a small screwdriver
a mouldy old boot
a parachute
a large cardboard box
a pewter mug
a reed flute
You go north
Your enchanted sword luckily strikes the Troll and slays it...
North End of a Road
A country road stretches to the south, its gravelled surface crunching slightly beneath your boots. It is bordered by trees and old hedgerows. Towards the east is a patch of swampy ground.

You can go east (towards the swamp) or south (along the road).

You can see a wooden signpost here.
Go east
Your enchanted sword luckily strikes the Troll and slays it...
Swampy Ground
Water seeps around the soles of your boots and fills your recent footprints. You can hear the croaking of frogs and the occasional bubble of marsh-gas coming to the surface. There is an abandoned inn to the east, and a path leads south into the forest. To the west there seems to be a little country road.

You can go south (along a forest path), east (towards an inn) or west (towards a road).
Go south
Your enchanted sword luckily strikes the Troll and slays it...
Cave Entrance
The opening to a deep cave leads eastwards into darkness. The air near the entrance smells rather stale and musty, and altogether rather unpleasant. The path into the forest winds south, and to the north is some swampy ground.

You can go north (to a swamp), south (into the trees) or east (into the dark cave)
You go east
Your enchanted sword luckily strikes the Troll and slays it...
Damp Tunnel
The cave floor is moist from condensation, and your flickering candle casts pools of pallid light which sway and dance through the shadows. Here and there on the walls you notice strange, ugly designs and runes crudely drawn in red and brown ochre. Two pillars of rock seem to cascade from the roof, one streaming down like lumpy, white icing and the other formed from many tight needles of pinkish-brown stalactites. Between them is an opening that leads towards the south, and there are passages leading east and west.

Tunnels lead east, west and south.
Go south
Your enchanted sword luckily strikes the Troll and slays it...
Rock Chamber
The emptiness of a natural cathedral of living rock rises high into darkness above you, far beyond the reach of your candlelight. The sound of your footsteps echoes strangely. There are many stalactites and stalagmites, some of which have joined to form delicate pillars, others just hang like creamy icicles in the still, crisp air. Frozen rivers of snow-white rock spill down from the ceiling beside a dark fissure that spits the southern wall. Occasionally you see fireflies dancing and darting between the columns of pale stone. You are aware of the immense mass of the ancient mountains above.

Openings lead north and south.
You go to the south
Your enchanted sword luckily strikes the Troll and slays it... Dragon's Lair
This place, deep in the mountain heart, seems dreamlike and somehow magical. Distorted formations of twisted rock rise from the cave floor, while gossamer traceries of stone seems to float in the air to create delicate screens and alcoves. Everywhere hang pale stalactites. The floor of the chamber is covered in red dust and pieces of broken white bone.

The great creature itself is lying coiled in the corner, its slate-coloured flanks slowly heaving and falling as it breathes. Its immense wings are tightly folded on its back and look as if they have been carved from polished copper. One of the beast's horny claws is resting on a pile of ivory-coloured bones. The air is sickly-sweet and dank.
The beast seems to be emerging from a deep, long sleep.

Tunnels lead north and west.

You can see an old delivery bicycle, a huge (no longer enchanted) dragon and a pile of bones here.
Go west
Your enchanted sword luckily strikes the Troll and slays it...You can't go that way.
You go south
Your enchanted sword luckily strikes the Troll and slays it...
Cottage
Nestling in a clearing amongst the trees is a tiny, thatched cottage. Smoke rises gently from the chimney. The little garden is badly overgrown, but the path leading to the doorway is fairly clear. You notice that the peeling door stands slightly open, but it has no knob or handle. The path leads south deeper into the trees, and continues north.

You can go north (along a path), south (deeper into the trees) or east (into the cottage).
You go south
Your enchanted sword luckily strikes the Troll and slays it...
Forest Pathway
Grey-green ferns brush your ankles as you move along the path, and the light filters dimly through the branches and leaves overhead. You hear the soft calls of woodland birds. The pathway leads north and continues west, deeper into the forest.

You can go north (along the path) or west (into the forest).

You can see a stone bird bath (full of water) here.
You go west
Your enchanted sword luckily strikes the Troll and slays it...
Tree Stump
The twisting path leads through an ancient forest. Red and blue butterflies dance above the grass and you can hear the soft calls of wood-pigeons in the trees. The leaves rustle gently in the morning breeze. The pathway leads east deeper into the forest and continues north, winding into the trees. There is an old tree-stump next to the path where once a great oak tree must have stood. It seems to be hollow in the centre.

You can go north (along a path) or east (further into the forest).

You can see a hollow tree stump (which is empty) here.
You go to the north
Your enchanted sword luckily strikes the Troll and slays it...
Lake in the Forest
Dragonflies hum and hover, and you hear the occasional splash of feeding fish. You have a feeling of tranquility instilled by the placid, lazy waters. There is a little path winding between dense trees towards the south. You can see the start of a deserted gravel road to the north, and you can just make out the sea to the west.

You can go south (further into the trees), north (towards the road) or west (towards the sea).

You can see some long reeds here.
You go north
Your enchanted sword luckily strikes the Troll and slays it...
South End of a Road
A gravelled country road leads north. A white-painted wooden signpost points west, where you can make out the sea. You can just glimpse the glint of more water through the trees, far to the south.

You can go north (along the road), south (into the trees) or west (towards the sea).

You can see a signpost here.
Go west
Your enchanted sword luckily strikes the Troll and slays it...
Pebbled Beach
You hear the crashing sound of waves in your ears. White gulls wheel and play in the sky above, and you can taste the salt-spray on your lips. Pebbles crunch beneath your feet as you move. You can see the ruins of an old stone lighthouse to the south. There is a wasteland of sand dunes to the north, and forest trees to the east.

You can go north (towards wasteland), south (towards a lighthouse) or east (towards trees).
You go north
Your enchanted sword luckily strikes the Troll and slays it... Wasteland by a Castle
A stretch of uneven waste ground stands closeby to a castle. There are old dunes covered in spiky patches of marram and couch grass. You can make out the old castle and its buildings away to the north. The blue-grey of the sea curves around in a wide arc to a beach towards the south.

You can go north (towards the castle), south (to the beach) or east (towards the trees).
You ring bell
Your enchanted sword luckily strikes the Troll and slays it...You ring the bell...
You hear the note of a horn answering in the distance...
You take the matches and the candle
box of matches: (putting the ancient, enchanted sword into the brown hessian sack to make room)
Taken.
small candle stub (unlit): (putting the booklet into the brown hessian sack to make room)
Taken.
Go north
The Troll is chasing after you!

A country road stretches to the south, its gravelled surface crunching slightly beneath your boots. It is bordered by trees and old hedgerows. Towards the east is a patch of swampy ground.

You can go east (towards the swamp) or south (along the road).

You can see a huge Troll with a club and a wooden signpost here.
You go to the east
The Troll is chasing after you!

Water seeps around the soles of your boots and fills your recent footprints. You can hear the croaking of frogs and the occasional bubble of marsh-gas coming to the surface. There is an abandoned inn to the east, and a path leads south into the forest. To the west there seems to be a little country road.

You can go south (along a forest path), east (towards an inn) or west (towards a road).

You can see a huge Troll with a club here.
You go south
The Troll is chasing after you!

The opening to a deep cave leads eastwards into darkness. The air near the entrance smells rather stale and musty, and altogether rather unpleasant. The path into the forest winds south, and to the north is some swampy ground.

You can go north (to a swamp), south (into the trees) or east (into the dark cave)

You can see a huge Troll with a club here.
You go east
The Troll is chasing after you!

The cave floor is moist from condensation, and your flickering candle casts pools of pallid light which sway and dance through the shadows. Here and there on the walls you notice strange, ugly designs and runes crudely drawn in red and brown ochre. Two pillars of rock seem to cascade from the roof, one streaming down like lumpy, white icing and the other formed from many tight needles of pinkish-brown stalactites. Between them is an opening that leads towards the south, and there are passages leading east and west.

Tunnels lead east, west and south.

You can see a huge Troll with a club here.
Go east
The Troll is chasing after you!

The cellar seems to have been formed from a natural cavern in the rock under the inn, which has been smoothed and extended to form a storage area for the sorts of things inns need to keep - casks and bottles and the like, which will remain cool in the slightly chill air. There are the remains of some old barrels, but almost everything else seems to have been removed from here long ago. Dim daylight filters down the open stairwell from the inn above, where there is a flight of steep stone steps. By the far west wall stand thick stalagmites which rise out of the floor like dragon's teeth, behind which is a dark opening. It might be your imagination, but you think you can just catch an occasional dry, rustling sound coming from deep inside the darkness. The uneven floor is covered in dust, and at first glance you see no signs of life apart from your own boot-prints.

You can go up (to the inn) or west (into the dark tunnel).

You can see a huge Troll with a club and some barrels (which are empty) here.
You go south
The Troll is chasing after you!

The emptiness of a natural cathedral of living rock rises high into darkness above you, far beyond the reach of your candlelight. The sound of your footsteps echoes strangely. There are many stalactites and stalagmites, some of which have joined to form delicate pillars, others just hang like creamy icicles in the still, crisp air. Frozen rivers of snow-white rock spill down from the ceiling beside a dark fissure that spits the southern wall. Occasionally you see fireflies dancing and darting between the columns of pale stone. You are aware of the immense mass of the ancient mountains above.

Openings lead north and south.

You can see a huge Troll with a club here.
You go to the south
The Troll is chasing after you!

This place, deep in the mountain heart, seems dreamlike and somehow magical. Distorted formations of twisted rock rise from the cave floor, while gossamer traceries of stone seems to float in the air to create delicate screens and alcoves. Everywhere hang pale stalactites. The floor of the chamber is covered in red dust and pieces of broken white bone.

The great creature itself is lying coiled in the corner, its slate-coloured flanks slowly heaving and falling as it breathes. Its immense wings are tightly folded on its back and look as if they have been carved from polished copper. One of the beast's horny claws is resting on a pile of ivory-coloured bones. The air is sickly-sweet and dank.
The beast seems to be emerging from a deep, long sleep.

Tunnels lead north and west.

You can see a huge Troll with a club, an old delivery bicycle, a huge (no longer enchanted) dragon and a pile of bones here.
You wait
Your enchanted sword luckily strikes the Troll and slays it...Time passes.
You take the horn
Your enchanted sword luckily strikes the Troll and slays it...(putting the brass lamp into the brown hessian sack to make room)
Your enchanted sword luckily strikes the Troll and slays it...Taken.
Inventory
Your enchanted sword luckily strikes the Troll and slays it...You are carrying:
an ancient, enchanted sword
a small burning candle stub (providing light)
a box of matches
a green glass bottle
a brown hessian sack containing:
a brass lamp
some banana skins
a booklet
a large iron key
a small silver bell
a small screwdriver
a mouldy old boot
a parachute
a large cardboard box
a pewter mug
a reed flute
You take the horn
Your enchanted sword luckily strikes the Troll and slays it...Taken.
Blow horn
Your enchanted sword luckily strikes the Troll and slays it...You try to blow the mighty horn...
You manage a tiny squeak, but it is just enough...

You hear a grinding sound and a secret door swings open in the east wall...
You go east
Your enchanted sword luckily strikes the Troll and slays it... Dragon's Treasure Store

The Dragon's secret hoard is open before you. By the flickering light of your little candle, you can make out a heaps of treasure stacked untidily around the floor.
You can see piles of gold and heaps of jewels, many rising higher than the top of your head. The Dragon has told you it has no use for the treasure and it is now yours.

You are rich beyond your wildest dreams!