Heroes
Sean Barrett
dragon fantasy gender choice IF Competition 2001 IFComp Game magic multiple protagonists nonhuman protagonist parser walkthrough Xyzzy Awards 2001
A most traditional CRPG experience.
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Baron Sedmon Ventillado. Sedmon Dragonslayer, now. The bastard. And in the meantime you've gone from Adrienne the Adventurer to Adrienne the Ruffian, the Rogue, or, most often, "You there!"

Were you twenty years younger, it would be your name on everyone's lips. Your face on the popular paintings. And the Dragon Gem would be yours for everyone to covet. Funny when they tell you you shouldn't feel that way. And what do they tell you to feel instead?

No regrets. Your days of heroism ceased when Thorn's Companions disbanded, yet your life--a new life--went on. Ha. You could never feel that way. For what kind of life is this? Your knowledge has faded. Your reflexes dulled. Your strength depleted. You've hardly cared if you live.

But now... the winds bring rumor that Sedmon means to give the Gem to Blackhelm. Blackhelm. That villain--the Dragon Gem is said to have powers, powers that one such as Blackhelm could bring to bear on those of Thorn's Companions who survived. With that threat, you find you do want to live after all. So you find yourself rebuilding your strength, retraining your eye, relearning your stratagems. Because you certainly know the solution to this problem.

The best way to be sure the Dragon Gem stays out of Blackhelm's hands? Get it in yours.

The grimy, ramshackle buildings of Oldtown dutifully try to reform themselves as you progress east down Temple Way, but nothing besides the temple itself makes any real pretense of belonging anywhere other than Oldtown. Or rather, nothing besides the temple and Baron Sedmon's nearby mansion.

Temple Way opens up onto the well-lit Temple Square to the east.

A large crate sits beside one of the buildings.
Look around
The grimy, ramshackle buildings of Oldtown dutifully try to reform themselves as you progress east down Temple Way, but nothing besides the temple itself makes any real pretense of belonging anywhere other than Oldtown. Or rather, nothing besides the temple and Baron Sedmon's nearby mansion.

Temple Way opens up onto the well-lit Temple Square to the east.

A large crate sits beside one of the buildings.
Examine crate
A large, wooden crate marked with Lennitt's seal.
You examine the seal
You've done some laboring for Lennitt in the past, and you recognize this seal as that which marks her crates.
You look at Temple
Which do you mean, the Temple of Justice, the Temple Way or the Temple Square?
Justice
The Temple of Justice lies at the far side of the Temple Square.
You look at Temple Way
Temple Way is one of the rare paved roads of Oldtown, in disrepair further west, but smooth as a Hip O' Grif's backside to the east.
Inventory
You are carrying a brass lamp.
You examine the lamp
A well-worn lantern you've held onto from the days when you would take point for Thorn, leading the Companions into darkness.

The brass lamp is currently switched off.
About yourself
Adrienne the laze-about, sometime laborer, and, until a few days ago, the full-time drunkard. Hopefully your epitaph will mention Thorn's Companions instead.
Square
You travel east for a closer look.

Temple Square marks the east end of Oldtown. The Royal Crown's pretended attempts to improve Oldtown bear their only fruit here: the well-tended flower garden, the omnipresent guards, and the overdramatic Temple of Justice rising out of darkness to the east. But even here, the inadequecies of El's policies can be seen: Lennitt's warehouse presents an ugly back wall to the square to the northwest, while the entrance to The Barking Mermaid to the southwest hardly leads into the most beautiful establishment in Oldtown.

Temple Way leads westward, away from the Temple; Droop Lane runs north (where Sedmon's mansion can be found) and south.

You can see Branna and another guard here.
You examine Branna
One of the Royal Crown's many Temple guards. You know this one well.
You examine the guard
One of the Royal Crown's many Temple guards.
You ask Branna about Sedmon
Branna says, "They say he slew the dragon that lived underneath Mount Griondol. Brought back the Dragon Gem as proof."
You ask Branna about Thorn
Branna says, "One of the greats, they say. His death marked the end of Thorn's Companions, for without him they were nothing."
You ask Branna about yourself
Branna says, "I know you well enough, Adrienne. Not the most trustworthy person I know, but you'll do in a pinch."
You ask Branna about Gem
Branna says, "A bunch of magic mumbo-jumbo about it, but I don't believe a word of it. It's pretty enough, though."
You look around
Temple Square marks the east end of Oldtown. The Royal Crown's pretended attempts to improve Oldtown bear their only fruit here: the well-tended flower garden, the omnipresent guards, and the overdramatic Temple of Justice rising out of darkness to the east. But even here, the inadequecies of El's policies can be seen: Lennitt's warehouse presents an ugly back wall to the square to the northwest, while the entrance to The Barking Mermaid to the southwest hardly leads into the most beautiful establishment in Oldtown.

Temple Way leads westward, away from the Temple; Droop Lane runs north and south.

You can see Branna and another guard here.
Go north
Droop Lane winds slowly upwards through poorly tended warehouses, until it pauses here atop a hill, with Baron Sedmon's mansion facing the street from the east.

You can see a guard here.
You go east
The guard says, "Hey now Adrienne, I'm sure you're curious about the Dragon Gem, but you can't just waltz in to take a look at it. I suppose I could describe it for you."
You examine the guard
His outfit bears Sedmon's coat of arms, although you've never seen him around here before.
You ask the guard about Gem
The guard says, "The Dragon Gem is, well, it's beautiful. The Baron's got it on display in his trophy room. It's secured pretty well; he doesn't really need me to protect it. Which is a good thing, since he's probably going to fire me when he finds out what I did." He sighs. "I'm in big trouble."
You ask guard about the trouble
The guard says, "Gambling debts, what else." He sighs again. "Actually, I paid off the gambling debts. But I hocked something of the Baron's; a trifling nothing, just enough so I could pay them off. I figured I'd recover it before he found out. But my luck hasn't turned yet. Hey, Adrienne, didn't you used to work for Beldano? That's where the Baron's item is, his pawn shop. I don't suppose... if you could somehow recover it for me, I'd be in your debt."

Thievery. That's a line you haven't crossed in a few years, although you've done far worse.

And there was that one time Beldano hid a key in his foyer's gutter when he didn't realize you were watching...
You go to the south
Droop Lane comes to and end here amongst an array of storefronts. To the south lies Beldano's Pawnery; you've done odd jobs for him before.
You get the crate
The crate is too tall and too heavy to pick up.
You stand on the crate
South Droop Lane (on the crate)
Droop Lane comes to an end here amongst an array of storefronts. To the south lies Beldano's Pawnery.

You can see a gutter (in which is a pawnshop key) here.
You get key
Taken.
Go downwards
You get off the crate.

Droop Lane comes to an end here amongst an array of storefronts. To the south lies Beldano's Pawnery.

You can also see a crate here.
You unlock door
(with the pawnshop key)
You unlock the door.
You open the door
You open the door.
Go south
You pass through the foyer into the pawnery.

It is dark. You are likely to be eaten by a grue.
You turn on the lamp
You switch the brass lamp on.

Shelves line the walls of this open room, with tables arranged around the center. The shop door leads out to the north. The back room where Beldano keeps the more expensive property lurks behind the hangings to the east.

On the shelves are a crystalline sphere, an envelope (which is closed), and a tablecloth.

On the tables are some candlestick holders and a candle.
You look at the candle
A long white candle.
You examine sphere
Sparkling and flawless. Just large enough you can't wrap your hand all the way around it.
You open the envelope
You open the envelope, revealing some powder.
You examine the powder
Most people wouldn't recognize it: a green-white powder from the crushed leaves of the oinciea plant. You first learned of it from the Zan centaurs, who used darts to deliver it into the bloodstream of their enemies. You've since determined that it's just as deadly if swallowed, but harmless in contact with flesh.
Go east
This is the location where Beldano stores his most valuable properties.

In one corner of the room is a metal barrel with some liquid in it.
You look at the barrel
This is a barrel full of a crystal-clear acid. You can see clear through to the bottom, where there is a gold statuette.
You look at the statuette
It's a tiny figurine, a simplified human form, abstracted, with its arms in front, hands together.

Great. Just great. Some "trifle". It's probably the most valuable thing in the whole place. And the best secured thing.
You get statue
You can't reach into the barrel of acid bare-handed!

And of course Beldano wasn't foolish enough to leave a tool around that could survive that acid. It'll probably take something magical. Where was that weird rune-engraved pole you saw somewhere in this part of town?

Oh, right. On display in the Temple of Justice.

Crud.
Go west
Shelves line the walls of this open room, with tables arranged around the center. The shop door leads out to the north. The back room where Beldano keeps expensive property lurks behind the hangings to the east.

On the shelves are a crystalline sphere and a tablecloth.

On the tables are some candlestick holders and a candle.
You go north
Droop Lane comes to an end here amongst an array of storefronts. To the south lies Beldano's Pawnery.

You can also see a crate here.
Go east
Everything in this forecourt is hard, strict, vertical lines, no doubt to put people in the right frame of mind for the proceedings in the temple.

A closed gate is built into the Temple wall.

You can also see a window here.
You examine the gate
Wrought of iron. Sturdy. Effectively impenetrable.
You examine the window
A number of guards are loitering in the guardroom, talking amongst themselves and playing Hip O' Grif. One of them notices you looking in. "Hey there, Adrienne. Just the gal we need. Run over to the Barking Mermaid and pick us up a keg." She walks over to the window and thrusts a small bag of coins into your hands.
Go southwest
The Barking Mermaid Tavern is hardly your kind of place. Poorly-built wooden benches with horrific stains, largely disreputable and somewhat unruly patrons, wretched-tasting but cheap ale; at first glance it's just perfect, but this close to the Temple of Justice, there's an unseemly lawfulness pervading the place.

The tavernkeeper is keeping an eye on his guests and the servers.

A spoon with a round hole in it has been discarded in a corner.
You look at the spoon
A sturdy wooden spoon with a perfectly round hole carefully cut through the bottom.
You give the coins to the tavernkeeper
Nothing is on sale.
You buy the keg
Dob says, "You want an ale? Oh, a whole keg? Have you got the money for... oh, I see you do. You'll be wanting that special strong ale you always get, you will. Careful not to drink too much." He hands you a medium-sized keg.
Examine dob
Dob's his name. The Barking Mermaid's not a hangout of yours, but you've come here often enough after a job that Dob knows you pretty well.
You examine the servers
The servers are busy with their jobs, and you have a mission to attend to.
Inventory
You are carrying a keg of ale, a spoon, a bag of coins, an envelope (which is open), inside which is some powder, a pawnshop key, and a brass lamp (providing light).
You examine the powder
Most people wouldn't recognize it: a green-white powder from the crushed leaves of the oinciea plant. You first learned of it from the Zan centaurs, who used darts to deliver it into the bloodstream of their enemies. You've since determined that it's just as deadly if swallowed, but harmless in contact with flesh.
You give keg to the guards
You can only do that to something animate.
You look at window
The guard says, "Just bring that through the gate, Adry. Oh, wait, it's locked, isn't it? Hang on a second."
You open gate
It seems to be locked.

A guard appears at the gate and unlocks it. He turns back inside before you can say anything.
You open gate
You open the gate.
Go east
Temple of Justice: Foyer
An imposing foyer, designed carefully to the Royal Crown's specifications. The corridor narrows slowly to the east, making it seem impossibly long. This is enough to scare off some visitors. Moreover, a supplicant desiring to appear in the Temple of Justice proper must endure a long walk under the watchful eye of the guards in the guardhouse to the north. The Royal Highness has found this effective at dissuading supplicants from raising their original complaints once they enter the temple to the east.

A guard meets you here and takes the keg from you. With a look he dispatches you back to the west.

Everything in this forecourt is hard, strict, vertical lines, no doubt to put people in the right frame of mind for the proceedings in the temple.

An open gate allows access into the Temple.

You can also see a window here.
You look in the window
The guards are sitting around, drinking the dregs of the keg. One guard spots you and says to another, "Hey, it's your turn to pay for the round." The guard rises slowly and hands you some coins through the window. "Another one, just like that."
You go to the southwest
The Barking Mermaid Tavern is hardly your kind of place. Poorly-built wooden benches with horrific stains, largely disreputable and somewhat unruly patrons, wretched-tasting but cheap ale; at first glance it's just perfect, but this close to the Temple of Justice, there's an unseemly lawfulness pervading the place.

Dob, the tavernkeeper, is keeping an eye on his guests and the servers.
You buy keg
Dob says, "You want another keg? Must be some party, it must. Here you go." He hands you a medium-sized keg.
Go east
Everything in this forecourt is hard, strict, vertical lines, no doubt to put people in the right frame of mind for the proceedings in the temple.

An open gate allows access into the Temple.

You can also see a window here.
Go east
Temple of Justice: Foyer
An imposing foyer, designed carefully to the Royal Crown's specifications. The corridor narrows slowly to the east, making it seem impossibly long. This is enough to scare off some visitors. Moreover, a supplicant desiring to appear in the Temple of Justice proper must endure a long walk under the watchful eye of the guards in the guardhouse to the north. The Royal Highness has found this effective at dissuading supplicants from raising their original complaints once they enter the temple to the east.

A slightly stumbling guard meets you here and takes the keg from you. With a look he dispatches you back to the west.

Everything in this forecourt is hard, strict, vertical lines, no doubt to put people in the right frame of mind for the proceedings in the temple.

An open gate allows access into the Temple.

You can also see a window here.

Through the window you listen to the guards refilling their cups and returning to their debates. The previously boisterous level rises for a time, but it slows again as, one by one, the guards pass out.
You go to the east
Temple of Justice: Foyer
An imposing foyer, designed carefully to the Royal Crown's specifications. The corridor narrows slowly to the east, making it seem impossibly long. This is enough to scare off some visitors. Moreover, a supplicant desiring to appear in the Temple of Justice proper must endure a long walk under the watchful eye of the guards in the guardhouse to the north. The Royal Highness has found this effective at dissuading supplicants from raising their original complaints once they enter the temple to the east.
You go east
You squeeze through the tiny entrance.

The Temple of Justice is the Royal Crown's great equalizer. Within the Temple there is no special treatment based on class, wealth, or heritage. So the Royal Crown proclaims; so the claim is undisputed. The richly decorated ceiling arching over the whole place suggests majesty, money, and only the mildest hint of mysticism.

Against the back wall of the temple is a glowing magic field.

In the magic field is a pair of wooden hooks (on which is a copper pole).
You look at the pole
A long, copper, rune-covered pole with a mechanical claw mounted atop. The bottom is capped with a dial.
You take the pole
The magic field is in the way.
You look at the hooks
The hooks are mounted against the wall.
You examine the magic field
It's a glowing hemisphere of force, shimmering lightly. It's centered over the hooks in the wall.
Look around
The Temple of Justice is the Royal Crown's great equalizer. Within the Temple there is no special treatment based on class, wealth, or heritage. So the Royal Crown proclaims; so the claim is undisputed. The richly decorated ceiling arching over the whole place suggests majesty, money, and only the mildest hint of mysticism.

Against the back wall of the temple is a glowing magic field.

In the magic field is a pair of wooden hooks (on which is a copper pole).
Inventory
You are carrying a spoon, a bag of coins, an envelope (which is open), inside which is some powder, a pawnshop key, and a brass lamp (providing light).
You put spoon in the field
The magic field is closed.
You look at the claw
This mechanical claw opens and closes when the dial is turned.
You throw the spoon at the hooks
Futile.
You touch field
Your hand it stopped at the surface of the field.
You examine the dial
This dial can be turned.
You turn the dial
The magic field is in the way.
You can't reach it.
Go west
Temple of Justice: Foyer
An imposing foyer, designed carefully to the Royal Crown's specifications. The corridor narrows slowly to the east, making it seem impossibly long. This is enough to scare off some visitors. Moreover, a supplicant desiring to appear in the Temple of Justice proper must endure a long walk under the watchful eye of the guards in the guardhouse to the north. The Royal Highness has found this effective at dissuading supplicants from raising their original complaints once they enter the temple to the east.
You go to the west
Everything in this forecourt is hard, strict, vertical lines, no doubt to put people in the right frame of mind for the proceedings in the temple.

An open gate allows access into the Temple.

You can also see a window here.
You think
What a good idea.
You go west
The grimy, ramshackle buildings of Oldtown dutifully try to reform themselves as you progress east down Temple Way, but nothing besides the temple itself makes any real pretense of belonging anywhere other than Oldtown. Or rather, nothing besides the temple and Baron Sedmon's nearby mansion.

Temple Way opens up onto the well-lit Temple Square to the east.
You go north
Buildings block the way.
You examine the tablecloth
Illustrated with an ugly picture.
You get the sphere
You're carrying too many things already.
Inventory
You are carrying a spoon, a bag of coins, an envelope (which is open), inside which is some powder, a pawnshop key, and a brass lamp (providing light).
You drop the key
Dropped.
Look around
Shelves line the walls of this open room, with tables arranged around the center. The shop door leads out to the north. The back room where Beldano keeps expensive property lurks behind the hangings to the east.

On the shelves is a tablecloth.

On the tables are some candlestick holders and a candle.

You can see a pawnshop key here.
You check what you're carrying
You are carrying a crystalline sphere, a spoon, a bag of coins, an envelope (which is open), inside which is some powder, and a brass lamp (providing light).
You close envelope
You close the envelope.
You put the envelope on the table
You put the envelope on the tables.
You get the tablecloth
Taken.
Inventory
You are carrying a tablecloth, a crystalline sphere, a spoon, a bag of coins, and a brass lamp (providing light).
You eat coins
That's plainly inedible.
You look at your surroundings
Shelves line the walls of this open room, with tables arranged around the center. The shop door leads out to the north. The back room where Beldano keeps expensive property lurks behind the hangings to the east.

On the tables are an envelope (which is closed), some candlestick holders, and a candle.

You can see a pawnshop key here.
You take the candle
You're carrying too many things already.
You go north
Droop Lane comes to an end here amongst an array of storefronts. To the south lies Beldano's Pawnery.

You can also see a crate here.
You look at wooden
(the spoon)
A sturdy wooden spoon with a perfectly round hole carefully cut through the bottom.
You turn off the lamp
You switch the brass lamp off.
You examine the hole
The magic field is in the way.

You can't see any such thing.
You get the pole
The magic field is in the way.
Look around
The Temple of Justice is the Royal Crown's great equalizer. Within the Temple there is no special treatment based on class, wealth, or heritage. So the Royal Crown proclaims; so the claim is undisputed. The richly decorated ceiling arching over the whole place suggests majesty, money, and only the mildest hint of mysticism.

Against the back wall of the temple is a glowing magic field.

In the magic field is a pair of wooden hooks (on which is a copper pole).

You can also see a tablecloth here.
You go north
Temple of Justice: Guardhouse
This is the guardroom in the Temple of Justice. Theoretically. The temple foyer lies south, while a solid metal door fills the doorway to the east.

Scattered around the room are more than a few guards, all passed out.

In a corner of the room is a panel with two levers and two knobs.
You go east
You squeeze through the tiny entrance.

The Temple of Justice is the Royal Crown's great equalizer. Within the Temple there is no special treatment based on class, wealth, or heritage. So the Royal Crown proclaims; so the claim is undisputed. The richly decorated ceiling arching over the whole place suggests majesty, money, and only the mildest hint of mysticism.

Against the back wall of the temple is a glowing magic field.

In the magic field is a pair of wooden hooks (on which is a copper pole).

You can also see a tablecloth here.

The hooks look different from before.
You examine hooks
The hooks are mounted against the wall. Both hooks are pointing rightwards.
You go east
You squeeze through the tiny entrance.

The Temple of Justice is the Royal Crown's great equalizer. Within the Temple there is no special treatment based on class, wealth, or heritage. So the Royal Crown proclaims; so the claim is undisputed. The richly decorated ceiling arching over the whole place suggests majesty, money, and only the mildest hint of mysticism.

Against the back wall of the temple is a glowing magic field.

In the magic field is a pair of wooden hooks (on which is a copper pole).

You can also see a tablecloth here.
You examine hooks
The hooks are mounted against the wall. Both hooks are upside-down.
You go east
You squeeze through the tiny entrance.

The Temple of Justice is the Royal Crown's great equalizer. Within the Temple there is no special treatment based on class, wealth, or heritage. So the Royal Crown proclaims; so the claim is undisputed. The richly decorated ceiling arching over the whole place suggests majesty, money, and only the mildest hint of mysticism.

Against the back wall of the temple is a glowing magic field.

In the magic field is a pair of wooden hooks.

You can also see a copper pole and a tablecloth here.
You get the pole
Taken.
Go south
It is dark. You are likely to be eaten by a grue.
You turn on the lamp
You switch the brass lamp on.

Shelves line the walls of this open room, with tables arranged around the center. The shop door leads out to the north. The back room where Beldano keeps expensive property lurks behind the hangings to the east.

On the tables are an envelope (which is closed), some candlestick holders, and a candle.

You can see a pawnshop key here.
You go to the east
This is the location where Beldano stores his most valuable properties.

In one corner of the room is a barrel of acid.
You get the statue with the pole
You lower the pole down into the acid. You settle the claw around the statuette, then turn the dial to close the claw around the gold statuette, and pull it out.
You look at the statue
It's a tiny figurine, a simplified human form, abstracted, with its arms in front, hands together.
Inventory
You are carrying a copper pole, a crystalline sphere, a spoon, a bag of coins, and a brass lamp (providing light).
You give the statue to the guard
(first taking the gold statuette)
The claw isn't open.
Open claw
You turn the dial and release the gold statuette, grabbing it before it falls to the ground.
You give the statue to the guard
The guard takes the gold statue from you. "Thanks. I don't know how you did it, but you can be sure I won't be telling anyone about it. Go on in. Just don't touch anything."
You go to the east
The guard says, "Sorry, Adrienne, but you might be able to grab the Dragon Gem with that--you'll have to leave it out here with me." He points at the copper pole.
You drop the pole
Dropped.
You go to the east
The guard says, "Go down the back corridor and take your first right to get into the trophy room."

You follow his directions.

Sedmon displays his prized possessions in this ostentatious two-story chamber. Paintings and torches alternate around the perimeter at various heights.

In the center of the room a platform rises high up, out of reach.

On the platform is the Dragon Gem.
You look at the platform
Supported by a complex array of wooden beams and struts, the glass platform seems nearly amongst the rafters. Down at the base of the platform is a suspiciously vacant notch.
You examine Gem
Shimmering, many-facetted, it inspires envy in both rich and poor. You can feel a compulsion beyond what its mere beauty should produce.
You examine the notch
A hole leads into the innards of the platform and the beams supporting it.
You check your inventory
You are carrying a crystalline sphere, a spoon, a bag of coins, and a brass lamp (providing light).
Describe the surroundings
Sedmon displays his prized possessions in this ostentatious two-story chamber. Paintings and torches alternate around the perimeter at various heights.

In the center of the room a platform rises high up, out of reach.

On the platform is the Dragon Gem.
You examine the torches
Flickering flames, providing light.
You take the torch
You already have a light source.
You examine the paintings
They'd probably be wonderful if pictures were your bag.
You go west
You head back out through the corridor.

Droop Lane winds slowly upwards through poorly tended warehouses, until it pauses here atop a hill, with Baron Sedmon's mansion facing the street from the east.

You can see a copper pole and a guard here.
You go north
Droop Lane winds slowly upwards through poorly tended warehouses, until it pauses here atop a hill, with Baron Sedmon's mansion facing the street from the east.

You can see a copper pole and a guard here.
Go east
You make your way down the back corridor.

Sedmon displays his prized possessions in this ostentatious two-story chamber. Paintings and torches alternate around the perimeter at various heights.

In the center of the room a platform rises high up, out of reach.

On the platform is the Dragon Gem.
You cut the candle
Cutting that up would achieve little.
You go to the south
Shelves line the walls of this open room, with tables arranged around the center. The shop door leads out to the north. The back room where Beldano keeps expensive property lurks behind the hangings to the east.

On the tables are an envelope (which is closed) and some candlestick holders.

You can see a pawnshop key here.
You get the holders
You're carrying too many things already.
You look at what you're carrying with you
You are carrying a candle, a crystalline sphere, a spoon, a bag of coins, and a brass lamp (providing light).
You put the candle in the spoon
You try to wedge the candle into the hole in the spoon, but it doesn't quite fit. Flakes of wax fall to the floor.
You put the candle in the spoon
You work the softened end of the candle into the spoon, uniting them.
You put candle in the notch
You work the melted end of the candle into the notch.

The candle wax hardens.
You pull the spoon
Nothing obvious happens.
You turn the spoon
You turn the crank with a careful motion, and the platform slowly descends to shoulder level.

For a moment, you feel as if you are being watched, and you look around the room slowly, half expecting to see a phantom stalker or the like--but there is nothing.
You examine Gem
Shimmering, many-facetted, it inspires envy in both rich and poor. You can feel a compulsion beyond what its mere beauty should produce.
You get Gem
You snatch the Dragon Gem off of the platform, then look around nervously. No alarms are sounding, but best not to wait.

You're unsure what to expect from enchanters. You've never worried about the occasional fellow you've taken care of getting resurrected--after all, since El took power, only the former bard conducts The Way of the Grave; and even so it requires already knowing who the murderer was. As long as their abilities with stolen items are similar, you'll be safe.

You hide the Gem under your cloak and walk back down the passage into the evening air. You notice Sedmon's guard is gone, but the moment of worry passes quickly as your hand brushes the Dragon Gem.

You have finished this story. But four more remain.
Go east
Do you want to play as an [e]nchanter, a [t]hief, [r]oyalty, or a [d]ragon? e
M.
Do you want this character to be [m]ale or [f]emale?

Enchanter:

Baron Sedmon Ventillado. Sedmon Dragonslayer, now. Laughable.

Were you twenty years younger, it would be your name on everyone's lips. Your face on the popular paintings. And the Dragon Gem would be yours for everyone to covet. It is astonishing the progress you have made. The focus and concentration on the Art you can engage now--for you have conquered such distractions. So.

No regrets. Your days of heroism ceased when Thorn's Companions disbanded, yet your life--a new life--went on. A Master Thaumaturge. Your advances in divining from water ripples have given you a name in certain Circles, and you'd have thought your future assured.

But now... the winds bring rumor that Sedmon means to give the Gem to Blackhelm. Blackhelm. That villain--the Dragon Gem is said to have powers, powers that one such as Blackhelm could bring to bear on those of Thorn's Companions who survived. Blackhelm. A mere dabbler in the Art; but... You possess too little knowledge of Summoning to know what use the Dragon Gem would have, but you do not care to find out from the wrong end.

The best way to be sure the Dragon Gem stays out of Blackhelm's hands? Get it in yours.

Randomly arranged paving stones form this street, proceeding east towards a more attractive arrangement. The darkened buildings lean sloppily over the edge of the street, reducing the energetic potential of the strict east-west layout. West the road leads back into the seething mess that is Oldtown.

[Type 'ABOUT' for important commands you can use.]
You look around
Randomly arranged paving stones form this street, proceeding east towards a more attractive arrangement. The darkened buildings lean sloppily over the edge of the street, reducing the energetic potential of the strict east-west layout. West the road leads back into the seething mess that is Oldtown.
You go east
A small, well-tended flower garden lies at the center of this square. Lines of symmetry cross in several directions through the center of the garden: the garden, the brick pavement, and the temple to the east all reflect these symmetries; a matching pair of roads lead north and south--Sedmon's mansion lies along the former.

You can see two guards here.
You look at the guard
One of the Royal Crown's useless lackeys.
Inventory
You are carrying a spell book.
You look at the self
Volthar the Thaumaturge, once a somewhat famous-hero; fortunately, a careful word here and there has erased that memory from popular culture, and the Circle knows you only as a studious, productive researcher.
Examine book
You had to hurry when you heard about Blackhelm, and you couldn't find your favorite spell book, so you grabbed the first one to hand. It turned out to be an old and not very good one.

It contains the following spells:

jindak    detect magic
frotz     cause magical light
zifmia    magically summon visible creature
Zifmia
(the guard)
You don't have the zifmia spell memorized.
You memorize the zifmia
You memorize the zifmia spell.
Zifmia
(the guard)
That would accomplish nothing.
You memorize the jindak
You memorize the jindak spell.
Memorize rezrov
You memorize the rezrov spell.
You memorize the gnusto
You have the gnusto spell permanently memorized.
You memorize frotz
You memorize the frotz spell, but with so many spells to keep track of, you probably forgot one of the others.
Spells
You currently have the frotz, zifmia, rezrov, and jindak spells memorized (in addition to the gnusto spell which you've memorized permanently).
Frotz
(the guard)
A blue glow appears around the guard and slowly intensifies to a regular, pale blue light.
You look at your surroundings
A small, well-tended flower garden lies at the center of this square. Lines of symmetry cross in several directions through the center of the garden: the garden, the brick pavement, and the temple to the east all reflect these symmetries; a matching pair of roads lead north and south.

You can see a guard and a guard here.
Go north
The road from Newtown to Oldtown crests a hill beside Baron Sedmon's mansion to the east. You sense a resonance, and suspect this location marks the intersection of two ley lines.

You can see a guard here.
You examine the guard
Must be a lackey of Sedmon, by his garb.
Go east
The guard blocks your path. "Hey, you can't go in there." He eyes your clothing. "And don't think you can do any of those magic tricks on me. The Baron's put a spell of protection over me."
Jindak
The guard shimmers strangely.
You learn the frotz
You memorize the frotz spell.
Frotz guard
The guard shakes his head at you. "Don't be silly." Nothing else happens.
Go south
A small, well-tended flower garden lies at the center of this square. Lines of symmetry cross in several directions through the center of the garden: the garden, the brick pavement, and the temple to the east all reflect these symmetries; a matching pair of roads lead north and south.

You can see a guard and a guard here.
Go south
A winding road leads off to the north through haphazardly placed and designed buildings. To the south is a magic shop you've visited upon occasion.
Rezrov door
In a flash of blue light the door opens.
You open door
That's already open.
Inventory
You are carrying a spell book.
You go south
You pass through the foyer into the pawnshop.

It is dark. You are likely to be eaten by a grue.
Frotz book
A blue glow appears around the spell book and slowly intensifies to a regular, pale blue light.
Go south
Meticulously placed shelves set off the bounds of the room, with tables placed just offset from center. Hangings on the east counterbalance a door to the west that you recall, but cannot see.

On the shelves are a power sphere, a tablecloth, and an envelope (which is closed).

On the tables are some candlestick holders and a candle.
You examine the sphere
A crystalline ball often sold as decoration, but useful to specialists in Arts other than those you practice.
You examine tablecloth
Haphazardly folded, it features an illustration of some imagined pastoral landscape with a far too regular arrangement of trees.
Go west
There's just a blank wall there.
You memorize the jindak
You memorize the jindak spell.
Jindak
A door-shaped blue glow appears in the west wall.
You open the door
You open the glowing door.
Go west
The octagonal layout of this room aligns to suppress all but the most powerful magics. Various implements, utensils, and materials of magic line the free-standing shelves in the room.

On the shelves is a decaying scroll.

You can see a wooden chest (which is closed) and a glass case (which is closed) (in which is a black scroll) here.
You look at the decaying scroll
This tattered and worn scroll contains the inspi rotation spell.
Gnusto inspi
The spell fizzles out, ineffective.
Go east
Meticulously placed shelves set off the bounds of the room, with tables placed just offset from center. Hangings on the east wall cover an irrelevant passage.

On the shelves are a power sphere, a tablecloth, and an envelope (in which is some powder).

On the tables are some candlestick holders and a candle.

You can see a glowing door here.
Gnusto scroll
Your spell book gets slowly warm and glows faintly; then there is a sudden flash from the decaying scroll. When the light fades, the decaying scroll is gone, but your spell book contains a new spell.
Examine book
Your old spell book contains the spells:

rezrov    open even locked or enchanted objects
jindak    detect magic
frotz     cause magical light
zifmia    magically summon visible creature
Go west
The octagonal layout of this room aligns to suppress all but the most powerful magics. Various implements, utensils, and materials of magic line the free-standing shelves in the room.

You can see a wooden chest (which is closed) and a glass case (which is closed) (in which is a black scroll) here.
Open chest
It seems to be locked.
You look at the case
In the glass case is a black scroll.
You look at the black scroll
This black vellum scroll would most likely contains the smolpa invisibility spell.
You get the chest
The chest is too heavy to carry.
Rezrov chest
You memorize the rezrov spell.
In a flash of blue light the wooden chest opens, revealing a gilded scroll and six pebbles.
You examine gilded
This fancily bordered scroll contains the azeppo teleportation spell.
Gnusto gilded
Your spell book gets slowly warm and glows faintly; then there is a sudden flash from the gilded scroll. When the light fades, the gilded scroll is gone, but your spell book contains a new spell.
You get the pebbles
pebble: Taken.
pebble: Taken.
pebble: Taken.
pebble: Taken.
pebble: Taken.
pebble: Taken.
Go west
The octagonal layout of this room aligns to suppress all but the most powerful magics. Various implements, utensils, and materials of magic line the free-standing shelves in the room.

You can see a glass case (which is closed) (in which is a black scroll) here.
You look at the glass case
In the glass case is a black scroll.
Open case
It seems to be locked.
You examine the case
Is that the best you can think of?

In the glass case is a black scroll.
You check what you're carrying
You are carrying six pebbles and a spell book (providing light).
Go east
Meticulously placed shelves set off the bounds of the room, with tables placed just offset from center. Hangings on the east wall cover an irrelevant passage.

On the shelves are a power sphere, a tablecloth, and an envelope (in which is some powder).

On the tables are some candlestick holders and a candle.

You can see a wooden chest (which is empty) and a glowing door here.
You go east
Meticulously placed shelves set off the bounds of the room, with tables placed just offset from center. Hangings on the east wall cover an irrelevant passage.

On the shelves are a tablecloth and an envelope (in which is some powder).

On the tables are some candlestick holders and a candle.

You can see a wooden chest (which is empty) and a glowing door here.
You look at the candle
A long white candle.
You go north
A winding road leads off to the north through haphazardly placed and designed buildings. To the south is a magic shop you've visited upon occasion.
You go north
A small, well-tended flower garden lies at the center of this square. Lines of symmetry cross in several directions through the center of the garden: the garden, the brick pavement, and the temple to the east all reflect these symmetries; a matching pair of roads lead north and south.

You can see a guard and a guard here.
Go east
The architects of this temple were careful to construct hard vertical lines on the building itself to maximize phasic flow, but you can sense the groundflow lacks focus. The square lies to the west.

A closed gate stands between you and the temple.

You can also see a window here.
You look at the window
The window looks into a guardroom full of guards--more than you could handle alone. Fortunately they don't seem to be looking this way.
Rezrov gate
In a flash of blue light the gate opens.
You go east
You stand at the west end of a long foyer leading to a small doorway into the temple itself. Windows in the north wall look into a guardhouse full of guards.
Inventory
You are carrying a power sphere, six pebbles and a spell book (providing light).
You look at the spell book
Your old spell book contains the spells:

gnusto    inscribe a spell in your spell book
rezrov    open even locked or enchanted objects
jindak    detect magic
frotz     cause magical light
zifmia    magically summon visible creature
You throw the pebbles
pebble: Dropped.
pebble: Dropped.
pebble: Dropped.
pebble: Dropped.
pebble: Dropped.
pebble: Dropped.
You examine the doorway
You see the main temple area through this inviting yet susprisingly small doorway.
You throw the pebble at the doorway
You throw the pebble into the temple.
Azeppo pebble
You memorize the azeppo spell.
A faint blue glow surrounds the pebble.
You throw the pebble at the doorway
You throw the pebble into the temple.

You feel a brief moment of disorientation.

Lines of power converge in the center of the vaulted ceiling above you. Enormous scripted letters cover the west wall over the doorway.

A penetration field glows steadily against the back wall.

In the penetration field is a pair of wooden hooks (on which is a Kriit).

You can also see a pebble here.
You get the pebble
(the pebble)
Taken.
You examine Kriit
The Kriit is a copper, rune-covered pole with a metal claw mounted atop and a dial on the bottom. You have no training in the ritual magic uses of the Kriit, but its plane-shifting power is supposed to require no training, only potential.
You look at the letters
The Royal Crown's justice begins with the casting of the cadalk spell to remove any spell effects made by the criminal. The spell is written here for convenient reference.
Gnusto cadalk
Your spell book gets slowly warm and glows faintly; then there is a sudden flash from the script. When the light fades, your spell book contains a new spell.
You examine the field
The penetration field resists all physical motion into it, making it impossible to reach into it or throw things into it.
You examine the spell book
Your old spell book contains the spells:

inspi     rotate object
gnusto    inscribe a spell in your spell book
rezrov    open even locked or enchanted objects
jindak    detect magic
frotz     cause magical light
zifmia    magically summon visible creature
You memorize inspi
You memorize the inspi spell.
You memorize inspi
You memorize the inspi spell, but with so many spells to keep track of, you probably forgot one of the others.
Inspi hooks
A shimmering blue glow surrounds one of the hooks, which turns slowly around its axis.
Rezrov hooks
A blue glow appears around the pair of wooden hooks for a moment, then fades.
Jindak
You memorize the jindak spell.
The spell book gives off a faint blue glow.
You examine the field
The penetration field resists all physical motion into it, making it impossible to reach into it or throw things into it.
You memorize azeppo
You memorize the azeppo spell.
Azeppo kriit
A faint blue glow surrounds the Kriit.
You wait awhile
Time passes.

The faint blue glow around the Kriit disappears.
Inspi kriit
A shimmering blue glow surrounds the Kriit, which slowly rotates, turning around to face away--nearly falling off the hooks as it does--and then back, then spinning slowly along its long axis, then finally tilting upward, slipping through the hooks and falling to the floor as it continues turning, balancing on its point, and finally coming to rest.
You turn the dial
You turn the dial and the claw closes.
You turn the dial
You turn the dial and the claw opens.
You go to the west
You'd be spotted running out just as easily as you'd have been spotted running in.
Look around
Lines of power converge in the center of the vaulted ceiling above you. Enormous scripted letters cover the west wall over the doorway.

A penetration field glows steadily against the back wall.

In the penetration field is a pair of wooden hooks.
You look at the doorway
You see the foyer through this inviting doorway.
Azeppo pebble
You memorize the azeppo spell.
A faint blue glow surrounds the pebble.
You throw the pebble at the doorway
You throw the pebble far along the foyer.

You feel a brief moment of disorientation.

You can see a pebble here.
You go west
The architects of this temple were careful to construct hard vertical lines on the building itself to maximize phasic flow, but you can sense the groundflow lacks focus. The square lies to the west.

An open gate allows access into the temple.

You can also see a window here.
Wave kriit
You wave the Kriit. The runes on it glow faintly, but nothing else happens.
You read Kriit
The Kriit is a copper, rune-covered pole with a metal claw mounted atop and a dial on the bottom. You have no training in the ritual magic uses of the Kriit, but its plane-shifting power is supposed to require no training, only potential.
You put Kriit in the case
The glass case is closed.
You get the scroll with the claw
(first taking the claw)
That seems to be a part of the Kriit.
Wave kriit
You wave the Kriit. The runes on it glow faintly, but nothing else happens.
You get the scroll with Kriit
The Kriit is a copper, rune-covered pole with a metal claw mounted atop and a dial on the bottom. You have no training in the ritual magic uses of the Kriit, but its plane-shifting power is supposed to require no training, only potential.

The glass case isn't open.
You hit the case with Kriit
You can only do that to something animate.
You put Kriit in the case
The glass case is closed.
You get the case
That's fixed in place.
You go east
Meticulously placed shelves set off the bounds of the room, with tables placed just offset from center. Hangings on the east wall cover an irrelevant passage.

On the shelves are a tablecloth and an envelope (in which is some powder).

On the tables are some candlestick holders and a candle.

You can see a wooden chest (which is empty) and a glowing door here.
You go north
A winding road leads off to the north through haphazardly placed and designed buildings. To the south is a magic shop you've visited upon occasion.
Go west
Not while such an important task remains.
Go south
Building walls limit your movements.
You memorize the cadalk
You memorize the cadalk spell.
Cadalk guard
The guard smiles at you. "Not me, bub." Nothing else happens.

You really should have brought a good spell book along. Perhaps there are some better options at the magic shop south of the square.
You cadalk yourself
The light from the spell book goes out.

The light from the guard goes out.
You look at the black scroll
This black vellum scroll would most likely contains the smolpa invisibility spell.

More serious magics will be required to get this out. You recall a Kriit in the Royal Crown's temple of 'justice'; its plane-shifting powers might work here.
Wave kriit
You wave the Kriit. The runes on it glow faintly, but nothing else happens.
You examine Kriit
The Kriit is a copper, rune-covered pole with a metal claw mounted atop and a dial on the bottom. You have no training in the ritual magic uses of the Kriit, but its plane-shifting power is supposed to require no training, only potential.
You examine the dial
This dial can be turned.
You look at the claw
This mechanical claw opens and closes when the dial is turned.
Shift kriit
Nothing obvious happens.
Shift case
It is fixed in place.
You examine the runes
The runes describe the postra spell, which creates a momentary sequence of portals through alternate planes of existence to create a portal to a nearby objects, allowing you to handle them at a distance.
Postra scroll
At first, nothing happens. The Kriit vibrates slightly, and an ominous hum sounds. It builds, and for a moment you are disoriented. With a sudden flash, a spinning vortex of blue light appears next to you as simultaneously another appears next to the black scroll. You reach through the portal and watch your hand emerge from the other one.

You fumble for the black scroll and barely notice a slight tug at your other hand. As you pull the scroll back through both portals, you see the Kriit disappearing through the portal next to you, clutched by a scale-covered hand.

After a moment, the vortices disappear.
You examine the scroll
This black vellum scroll contains the smolpa invisibility spell.
You go east
Meticulously placed shelves set off the bounds of the room, with tables placed just offset from center. Hangings on the east wall cover an irrelevant passage.

On the shelves are a tablecloth and an envelope (in which is some powder).

On the tables are some candlestick holders and a candle.

You can see a wooden chest (which is empty) and a glowing door here.
Gnusto smolpa
Your spell book gets slowly warm and glows faintly; then there is a sudden flash from the black scroll. When the light fades, the black scroll is gone, but your spell book contains a new spell.
You memorize the smolpa
You memorize the smolpa spell.
Smolpa yourself
A faint blue glow surrounds you for a moment, and then the glow disappears--and so do you, at least to yourself--since with a smolpa spell, other people can still see you fine.
Smolpa guard
A faint blue glow surrounds the guard for a moment.
Punch guard
Why waste your time on mundanes?
Smolpa guard
The guard glances away, and you release the spell. A faint flash fills your vision. The guard looks back, and looks right past you.
You go to the east
The guard blocks your path. "What is that glowing book I see hovering in mid-air?"
You memorize the cadalk
You memorize the cadalk spell, but with so many spells to keep track of, you probably forgot one of the others.
You cadalk yourself
The light from the spell book goes out.

The light from the guard goes out.
Go east
You slip into the mansion and find your way to Sedmon's trophy room.

Sedmon's prized possessions are arrayed in meaningless patterns around this two-story chamber. A careful arrangement of paintings and torches alternate around the walls of the room. A doorway leads out to the west.

In the center of the room a platform rises high up, out of reach.

On the platform is the Dragon Gem.

You have a strange feeling.
You look at Gem
Shimmering, many-facetted, it inspires envy in both sorcerer and mundane alike. You can feel a compulsion beyond what its mere beauty should produce.
You examine the spell book
Your old spell book contains the spells:

azeppo    teleport caster to object eventually
inspi     rotate object
gnusto    inscribe a spell in your spell book
rezrov    open even locked or enchanted objects
jindak    detect magic
frotz     cause magical light
zifmia    magically summon visible creature
Jindak
A glowing latticework webbing appears around the platform. A moment later you notice a faint glowing face in one of the paintings.

So. A trap.
You memorize the smolpa
You memorize the smolpa spell.
Smolpa face
A faint blue glow surrounds the glowing face for a moment.
Punch face
That is insubstantial.
You examine the paintings
Mostly portraits, a few pretentious landscapes.
You memorize azeppo
You memorize the azeppo spell.
You look at the trap
The strands of the web crisscross all over the surface of the platform, making it impossible to work any magic on it.
You look at the platform
Supported by a complex array of wooden beams and struts, the glass platform seems nearly amongst the rafters. Down at the base of the platform is a suspiciously vacant notch.
Zifmia face
There is a crack of thunder as the air displaces around a figure appearing suddenly before you. Black boots, a red cloak, a black hood--you recognize the figure.

Blackhelm.

"Well, Volthar, it seems perhaps I underestimated you," she says.

You laugh. "You always have, Merresin. Even back in the days of the Companions."

She shrugs. "Even so, you will not find me unprepared."

She quickly begins gesturing magically.
You memorize the smolpa
You memorize the smolpa spell, but with so many spells to keep track of, you probably forgot one of the others.
Spells
You currently have the azeppo, smolpa, jindak, and zifmia spells memorized (in addition to the gnusto spell which you've memorized permanently).
You memorize inspi
You memorize the inspi spell, but with so many spells to keep track of, you probably forgot one of the others.
Spells
You currently have the azeppo, inspi, jindak, and zifmia spells memorized (in addition to the gnusto spell which you've memorized permanently).
You forget azeppo
You allow the azeppo spell to pass from your memory.
Spells
You currently have the smolpa, inspi, jindak, and zifmia spells memorized (in addition to the gnusto spell which you've memorized permanently).
Zifmia face
There is a crack of thunder as the air displaces around a figure appearing suddenly before you. Black boots, a red cloak, a black hood--you recognize the figure.

Blackhelm.

"Well, Volthar, it seems perhaps I underestimated you," she says.

You laugh. "You always have, Merresin. Even back in the days of the Companions."

She shrugs. "Even so, you will not find me unprepared."

She quickly begins gesturing magically.
Inspi blackhelm
A shimmering blue glow surrounds Merresin Blackhelm, who slowly rotates, turning around to face away and then back, then turning over upside downand continuing until he rights himself and then turning over sideways like hands on a clock, from midnight through morning and back to noon.

With a final gesture, Blackhelm disappears in a puff of grey smoke.
You look at the trap
The strands of the web crisscross all over the surface of the platform, making it impossible to work any magic on it.
Wait
Time passes.
Look around
Sedmon's prized possessions are arrayed in meaningless patterns around this two-story chamber. A careful arrangement of paintings and torches alternate around the walls of the room. A doorway leads out to the west.

In the center of the room a platform rises high up, out of reach.

On the platform is the Dragon Gem.
Spells
You currently have the smolpa, inspi, jindak, and zifmia spells memorized (in addition to the gnusto spell which you've memorized permanently).
You forget the inspi
You allow the inspi spell to pass from your memory.
You memorize the cadalk
You memorize the cadalk spell.
Cadalk blackhelm
There's a flash from the plaftorm.

With a final gesture, Blackhelm disappears in a puff of grey smoke.
You memorize azeppo
You memorize the azeppo spell.
Azeppo gem
A faint blue glow surrounds the Dragon Gem.
You wait for a while
Time passes.

You feel a brief moment of disorientation.

Tall Chamber (on the platform)

On the platform you can see the Dragon Gem.
You get Gem
You pick up the Dragon Gem with a small smile. Merresin never was a winner in your competitions, even back in the days when you were both Thorn's companions.

You activate a spell of recall which leaves you at the bottom of a prepared hole; you climb out, remove the ladder, and seal the hole shut. Enough to delay magical pursuers long enough not to be able to trace your second recall.

For a moment you wonder about the strange disappearance of the Kriit, but it is of no real moment in the face of Blackhelm's defeat.

As you realize you've kept the Gem from Blackhelm, you begin to ponder to what uses you might be able to put it in your own Art, cupping it fondly.

You have finished this story. But three further stories remain.
T
Do you want to play as a [t]hief, [r]oyalty, or a [d]ragon? t
F.
Do you want this character to be [m]ale or [f]emale?

Thief:

Baron Sedmon Ventillado. Sedmon Dragonslayer, now. Strutting in the limelight like a puffed-up peacock. And those fools believe him.

Were you twenty years younger, it would be your name on everyone's lips. Your face on the popular paintings. And the Dragon Gem would be yours for everyone to covet. Ah, the foolishness of youth, for what wine would those words buy? What men would such pictures bed? Far better to simply sell the thing to a dandy like Ventillado. Too bad it went for such a pittance, since nobody else would touch the damn thing.

No regrets. Your days of heroism ceased when Thorn's Companions disbanded, yet your life--a new life--went on. A better life. For thieving is best practised in secret, and now your skills have grown far beyond what your companions might have ever imagined you could possess. Enough to rob a sleeping dragon in his very lair.

But now... the winds bring rumor that Sedmon means to sell the Gem to Blackhelm. Blackhelm. That villain--the Dragon Gem is said to have powers, powers that one such as Blackhelm could bring to bear on those of Thorn's Companions who survived. Knowing Blackhelm, it was not chance, after all, that you overheard gossip about the Dragon Gem. Easy to imagine Blackhelm pulling the strings from behind the scene, playing you for the fool. So.

The best way to be sure the Dragon Gem stays out of Blackhelm's hands? Get it back in yours.

Sturdy, functional buildings lie in and out of shadow on the road to the temple square. Simple architecture, devoid of handholds; closely spaced buildings, devoid of alleyways; uncut walls, devoid of windows: the builders in this area knew how to encourage amateurs to go elsewhere.

Sedmon's mansion lies somewhere north of the square to the east.

A crate sits in the shadow of a building to the north.

[Type 'ABOUT' for important commands you can use.]
Zifmia face
There is a crack of thunder as the air displaces around a figure appearing suddenly before you. Black boots, a red cloak, a black hood--you recognize the figure.

Blackhelm.

"Well, Volthar, it seems perhaps I underestimated you," she says.

You laugh. "You always have, Merresin. Even back in the days of the Companions."

She shrugs. "Even so, you will not find me unprepared."

She quickly begins gesturing magically.
Wait
Time passes.

With a final gesture, Blackhelm disappears in a puff of grey smoke.
You look around
Sturdy, functional buildings lie in and out of shadow on the road to the temple square to the east. Simple architecture, devoid of handholds; closely spaced buildings, devoid of alleyways; uncut walls, devoid of windows: the builders in this area knew how to encourage amateurs to go elsewhere.

A crate sits in the shadow of a building to the north.
Inventory
You are carrying:
a dagger (in ankle sheath)
a length of wire (in left tunic pocket)
a set of lockpicks (in left sleeve pocket)
a vial of grease (in right cloak pocket)
You examine wire
Two foot of wire--plenty for all but the widest necks.
You examine the grease
A vial full of grease, useful for guaranteeing silent operation. Ten eldars, mostly for the vial.
You examine the dagger
Finely balanced, designed to your exact specifications, with a good steel edge. It cost you eighty-five eldars, although nobody else would want to pay more than sixty for it. Yenalda's fifth rule: Love your weapons better than your coin.
You look at the lockpicks
Three major components--optimal trade-off between functionality versus ability to recognize them by feel. Yenalda's second rule: If you can't do it in the dark, you can't do it. One hundred and forty-five eldars.
About yourself
You strike quite a figure in your black cloak, black hood, black tunic, black leggings, and silent black shoes.
You look around
Sturdy, functional buildings lie in and out of shadow on the road to the temple square to the east. Simple architecture, devoid of handholds; closely spaced buildings, devoid of alleyways; uncut walls, devoid of windows: the builders in this area knew how to encourage amateurs to go elsewhere.

A crate sits in the shadow of a building to the north.
Examine crate
A large, wooden crate. Its contents--if any--could be worth anywhere from ten eldars to two hundred eldars. No time to find out exactly right now.
You climb on crate
You climb silently onto the crate.
Up
You pull yourself up to the roof.

The chimneys and extruded beams on this roof offer few places to hide; the stars shining from everywhere in the sky leave no particular shadows. The roof abuts the roof of a house to the north. From here you can go back down to the street.
Go north
A lightly sloping roof with a convenient chimney to hide along. An extension to the east makes it plausible to descend to an empty road, while the roof connects to a warehouse to the south.
Go east
You're not sure you'll be able to get back up, but you've got to go down at some point; might as well be now.

This road winds up the hill towards Sedmon's mansion, which is just around the curve to the north, and back down to the square to the south. A wall of shrubbery to the northeast offers a purely psychological barrier to casual trespassers. You descended from a house to the west.
You go northeast
Sedmon seems to have mounted guards at both of the entrances to his mansion, so your only option from here is back to the street to the southwest, assuming you keep to the ground. The windowless wall to your north wears a decorative lip ten feet above ground.
You look at the lip
The lip looks like it extends around to the front and back of the building.
You jump
You jump on the spot, fruitlessly.
You go to the south-west
This road winds up the hill towards Sedmon's mansion, which is just around the curve to the north, and back down to the square to the south. A wall of shrubbery to the northeast offers a purely psychological barrier to casual trespassers. You descended from a house to the west.
Go west
Defying your own expectations, you manage to work your way back on top of the house.

A lightly sloping roof with a convenient chimney to hide along. An extension to the east makes it plausible to descend to an empty road, while the roof connects to a warehouse to the south.
You go south
Deep shadows cast by an awning (two eldars) leave this edge of the square, and the road leading north, dark. The warehouse on one side is fully exposed, but the route to the temple, to the southeast, is partially covered.

A pair of guards stand at the center of the square.
You go north
You peer around the curve from the shadow to consider your approach, but the guard in front of the mansion turns to look in your direction almost the instant you look out, and you're forced to withdraw to avoid detection.
Go south
Deep shadows cast by an awning leave this edge of the square, and the road leading north, dark. The warehouse on one side is fully exposed, but the route to the temple, to the southeast, is partially covered.

A pair of guards stand at the center of the square.
Go southeast
A shadowed forecourt between the temple and the square offers you good cover from sight. The face of the temple offers limited opportunities to scale it, and the sole window is likely not where you want to go. You can skirt around the edge of the square northwest or southwest.

A pair of guards stand at the center of the square.

A closed gate is built into the temple wall to the east.
You examine the gate
Cast iron. Sturdy. Stops a few feet short of the ceiling.
You climb the gate
You scramble up and over the top of the gate, squeezing partially between two bars.

You stand at the end of a long foyer leading east to a narrow doorway into the temple itself. Light pours through windows in the north wall looking into a roomful of guards, leaving crisscrossing shadows.
Go east
The guards are scarcely attentive to the foyer, so you have no trouble sneaking from one patch of darkness to the other, right under their noses.

Given your choice of career, it's perhaps somewhat surprising this is only your second opportunity to see the interior of this place. It's pretty nice: hiding places aplenty, deep shadows at either side, and a suspicious dark hole in the back wall near the ceiling. The shadowed corridor lies west.

An odd crack in the left side of the back wall catches your eye.

Against the back wall of the temple is a glowing magic field.

In the magic field is a pair of wooden hooks (on which is a copper pole).
You examine crack
Looks like a secret door.
You open the door
You pry at the crack and quickly lever open a secret door.
You enter door
You ascend a dark, sloping corridor which, halfway up, doubles-back to the west.

This tiny chamber looks out over the temple to the west through a waist-high hole, opposite a dark passage leading back down.

Directly below, a magic field glows against the wall.

In the magic field is a pair of wooden hooks (on which is a copper pole).
You examine the field
The magic field stops just a fraction shy of the wall; you can even see a sliver of unblocked hook if you look down the wall just right.
Go downward
Given your choice of career, it's perhaps somewhat surprising this is only your second opportunity to see the interior of this place. It's pretty nice: hiding places aplenty, deep shadows at either side, and a suspicious dark hole in the back wall near the ceiling. The shadowed corridor lies west.

A section of the east wall is turned out, revealing a tight corridor sloping up into darkness.

Against the back wall of the temple is a glowing magic field.

In the magic field is a pair of wooden hooks (on which is a copper pole).
You take dagger
You already have that.
You go to the west
You sneak back past the guards.

You stand at the end of a long foyer leading east to a narrow doorway into the temple itself. Light pours through windows in the north wall looking into a roomful of guards, leaving crisscrossing shadows.
Go west
You climb back over the gate.

A shadowed forecourt between the temple and the square offers you good cover from sight. The face of the temple offers limited opportunities to scale it, and the sole window is likely not where you want to go. You can skirt around the edge of the square northwest or southwest.

A pair of guards stand at the center of the square.

A closed gate is built into the temple wall to the east.
You go to the south-west
Just south of the square, the road dead-ends amidst a wall of stores, with no safe route out but back northeast to the temple. To the south, Beldano's Pawnery and Sometime Fencing Operation offers itself.
You pick the lock
(with the lockpicks)
You pull the lockpicks out.

You unlock the door.

You put the lockpicks back in your left sleeve pocket.
You open the door
You open the door.
You go south
You pass through the foyer into the pawn shop.

It is dark. You are likely to be eaten by a grue.
Inventory
You are carrying:
a dagger (in ankle sheath)
a length of wire (in left tunic pocket)
a set of lockpicks (in left sleeve pocket)
a vial of grease (in right cloak pocket)
You look
It is dark. You are likely to be eaten by a grue.
You examine the store
Although not the most physically secure of buildings you've encountered, Beldano's contacts guarrantee him and his wares relative safety. You'd best not take anything idly.
You go northeast
A shadowed forecourt between the temple and the square offers you good cover from sight. The face of the temple offers limited opportunities to scale it, and the sole window is likely not where you want to go. You can skirt around the edge of the square northwest or southwest.

A pair of guards stand at the center of the square.

A closed gate is built into the temple wall to the east.
Go northwest
Deep shadows cast by an awning leave this edge of the square, and the road leading north, dark. The warehouse on one side is fully exposed, but the route to the temple, to the southeast, is partially covered.

A pair of guards stand at the center of the square.
Up
You ascend the side of the building to a lip on the second floor. You work your way around to the back of the building, where you find a small covered shutter. Opening it, you slip inside.

You stand amongst strange vertical shadows in the rafters of a fancy little trophy room of sorts, with paintings and torches arranged at various heights along the walls. An open window leads out to the east.

In the center of the room an intricate platform rises high up, but out of reach.

On the platform is the Dragon Gem.
You examine Gem
Shimmering, many-facetted, it inspires envy in both skillful and talentless. You can feel a compulsion beyond what its mere beauty should produce.
You go to the east
You slip out the window, around the mansion, and drop lightly to the ground.

Sedmon seems to have mounted guards at both of the entrances to his mansion, so your only option from here is back to the street to the southwest, assuming you keep to the ground. The windowless wall to your north wears a decorative lip ten feet above ground.
Go south
Flickering shadows dance about the room from the shelves around the walls and the tables in the center. Beldano keeps most of his wares--whether pawned, fenced, or just for sale here. A door leads out to the street, while hangings cover a room to the east.

On the shelves are a glass ball, an envelope (which is closed), and a tablecloth.

On the tables are some candlestick holders and a candle.
You examine the ball
Sparkling and flawless. Just large enough you can't wrap your hand all the way around it. Eleven eldars.
You examine the powder
A fine white powder. You don't know what it is to assign it a value.
You taste the powder
Yenalda's nineteenth rule: Don't eat it if you don't know what it is.
You look at the tablecloth
Illustrated with a landscape, probably five eldars.
You examine the candle
A long white candle, perhaps worth half an eldar.
You go to the east
This windowless chamber is where Beldano stores his most valuable properties. The main room lies back to the west.

In one corner of the room is a barrel with some liquid in it.
You look at the barrel
This is a barrel full of a crystal-clear acid. You can see clear through to the bottom, where there is a gold statuette.
You examine the statuette
It's a tiny figurine, a simplified human form, abstracted, with its arms in front, hands together. At least eight hundred eldars, possibly more.
Look around
This windowless chamber is where Beldano stores his most valuable properties. The main room lies back to the west.

In one corner of the room is a barrel of acid.
Empty vial
You pull the vial of grease out.

You pour out the grease on the ground.

You put the empty vial back in your right cloak pocket.
You fill vial with the acid
You pull the empty vial out.

You carefully scoop a small amount of the acid into the vial.

You put the vial of acid back in your right cloak pocket.
Go west
Flickering shadows dance about the room from the shelves around the walls and the tables in the center. Beldano keeps most of his wares--whether pawned, fenced, or just for sale here. A door leads out to the street, while hangings cover a room to the east.

On the shelves are a glass ball, an envelope (in which is some powder), and a tablecloth.

On the tables are some candlestick holders and a candle.
You go north
Just south of the square, the road dead-ends amidst a wall of stores, with no safe route out but back northeast to the temple. To the south, Beldano's Pawnery and Sometime Fencing Operation offers itself.
You climb the gate
You scramble up and over the top of the gate, squeezing partially between two bars.

You stand at the end of a long foyer leading east to a narrow doorway into the temple itself. Light pours through windows in the north wall looking into a roomful of guards, leaving crisscrossing shadows.

Your torch casts flickering patterns of light across the corridor.
You go to the east
Yenalda's first rule: Focus. They may be idiots, but they'd notice that torch you've got there, no problem.
You drop the torch
Dropped.
You go to the east
You sneak past the guards.

Given your choice of career, it's perhaps somewhat surprising this is only your second opportunity to see the interior of this place. It's pretty nice: hiding places aplenty, deep shadows at either side, and a suspicious dark hole in the back wall near the ceiling. The shadowed corridor lies west.

A section of the east wall is turned out, revealing a tight corridor sloping up into darkness.

Against the back wall of the temple is a glowing magic field.

In the magic field is a pair of wooden hooks (on which is a copper pole).
Go east
You ascend a dark, sloping corridor which, halfway up, doubles-back to the west.

This tiny chamber looks out over the temple to the west through a waist-high hole, opposite a dark passage leading back down.

Directly below, a magic field glows against the wall.

In the magic field is a pair of wooden hooks (on which is a copper pole).
You pour the acid on the hooks
You pull the vial of acid out.

You pour the acid against the wall over one of the hooks. The acid runs down the wall, slipping past the magic field, until it reaches the joint of the hook with the wall. There's a sizzle, and a moment later one of the hooks breaks free and falls to the ground straight through the field, the copper pole slipping and falling beside it with a clatter.

Moments later a guard looks into the room--you resist the temptation to duck, remaining perfectly still--but after a moment she returns to the guardroom.

You put the empty vial back in your right cloak pocket.
You go downwards
Given your choice of career, it's perhaps somewhat surprising this is only your second opportunity to see the interior of this place. It's pretty nice: hiding places aplenty, deep shadows at either side, and a suspicious dark hole in the back wall near the ceiling. The shadowed corridor lies west.

A section of the east wall is turned out, revealing a tight corridor sloping up into darkness.

Against the back wall of the temple is a glowing magic field.

In the magic field is a hook.

You can also see a broken hook and a copper pole here.
Go west
You sneak back past the guards.

You stand at the end of a long foyer leading east to a narrow doorway into the temple itself. Light pours through windows in the north wall looking into a roomful of guards, leaving crisscrossing shadows.

You can see a torch here.
You get the torch
You can only carry one loose item while remaining stealthy.
Up
You stand amongst strange vertical shadows in the rafters of a fancy little trophy room of sorts, with paintings and torches arranged at various heights along the walls. An open window leads out to the east.

In the center of the room an intricate platform rises high up, but out of reach.

On the platform is the Dragon Gem.
You look at the platform
Supported by a complex array of wooden beams and struts, the glass platform rises up more than a story. Along the ceiling between you and it is a hook.
You examine the hook
A metal hook used for hanging pulleys is fastened to the ceiling partway between the rafter and the platform.
Inventory
You are carrying:
a copper pole
an empty vial (in right cloak pocket)
a dagger (in ankle sheath)
a length of wire (in left tunic pocket)
a set of lockpicks (in left sleeve pocket)
You put the pole in the hook
You maneuver the claw at the end of the pole onto the hook, then turn the dial to close the hook, keeping careful hold on the pole.
Swing
You test your weight carefully, then swing out on the pole, avoiding recollection of Yenalda's twelfth rule.

Rafters (hanging from a copper pole on a hook)
You hang amongst strange vertical shadows in the rafters of a fancy little trophy room of sorts, with paintings and torches arranged at various heights along the walls. An open window leads out to the east.

In the center of the room an intricate platform rises high up, but out of reach.

On the platform is the Dragon Gem.
You get Gem
You reach down one-handed and grab the gem.
Swing
You shift your weight, causing the pole to swing wider.
Go east
You'll have to get out of the copper pole first.
Go outside
You jump back to the rafters. Moments later, a guard enters the room from the doorway below. As his eyes go up to the platform, you slip the gem in a your left cloak pocket and slide out the window unseen. So much for Yenalda's third rule.

You slip around the side of the building and descend, checking to make sure the Gem is still in your pocket.

This has to have been the messiest job you've ever taken. You should have known better than to trust Sedmon, after the last job he offered you. "It's a harmless artifact called a kriit. Nobody will miss it."--when your researcher said it was used for a ritual called "The Way of the Dead", you turned it down right away, before even learning what a kriit was or what exactly the ritual did.

Still, you got the upper hand this time: stole the dragon's treasure, got paid for it by the Baron, and ended up with the Gem yourself. Not a bad week.

You have finished this story. But another two remain.
R.
Do you want to play as [r]oyalty or a [d]ragon? r
M.
Do you want this character to be [m]ale or [f]emale?

Royalty:

Baron Sedmon Ventillado. Sedmon Dragonslayer, now. The peasantry do love to forget a title and pretend a hero is one of theirs.

Were you twenty years younger, it would be your name on everyone's lips. Your face on the popular paintings. And the Dragon Gem would be yours for everyone to covet. Of course, it is your name on the royal decrees, your face on the coins, and your pick of the Royal Jewels for your costume each day. But you detect an honesty in the grotesque admiration for the Baron--one you'll not find in the simpering toadies who serve you. But no.

No regrets. Your days of heroism ceased when Thorn's Companions disbanded, yet your life--a new life--went on. The things you did then--the life you abandoned--all small prices to have paid for the luxurious lifestyle you've gained.

But now... the winds bring rumor that Ventillado means to give the Gem to Blackhelm. Blackhelm. That villain--the Dragon Gem is said to have powers, powers that one such as Blackhelm could bring to bear on those of Thorn's Companions who survived. Thankfully, Ventillado is said to be a loyal citizen of the crown. And you can afford to be generous in recompense.

The best way to be sure the Dragon Gem stays out of Blackhelm's hands? Get it in yours.

This broad avenue leads right into Temple Square, the heart of fabulous New Oldtown. Towering over the square to the east you do perceive your stark white Temple of Justice, beautiful and well-appointed, offering a statement to the neighborhood: this, this is what progress is about. Sadly, the buildings around you are scarcely up to this new standard; Baron Ventillado's house north of the square is much more satisfactory. How you hate having to come here. This would all be so much simpler if Blackhelm were found dead one morning, but it's never happened yet, despite your best efforts.

[Type 'ABOUT' for important commands you can use.]
Look around
This broad avenue leads right into Temple Square, the heart of fabulous New Oldtown. Towering over the square to the east you do perceive your stark white Temple of Justice, beautiful and well-appointed, offering a statement to the neighborhood: this, this is what progress is about. Sadly, the buildings around you are scarcely up to this new standard; Baron Ventillado's house north of the square is much more satisfactory.

Lord Raburba, Baronet Soatannishoy, Baroness Woya, and Peeress Dwojadsa arrive, along with several guards.
Arrest blackhelm
Lord Raburba looks confused. "I'm sorry, Your Majesty, but I'm not sure how to do that."

Peeress Dwojadsa says to Baronet Soatannishoy, "Baronet Juffannazlo was with Princess Gubi in a room at the embassy, and they were pondering arguing!"

Knight Dwelubi arrives.

Baroness Woya says to Knight Dwelubi, "Lord Miyaz was with Baron Liyaz at a stony brook near the palace, and they were arguing with Lady Pimmish!"

Knight Dwelubi replies, "My, my, my."

Baroness Nurziburzoy arrives.

Lord Raburba says to Baroness Nurziburzoy, "I was there when it happened! Peeress Pargel is under arrest for attempting an assassination from the royal treehouse!"

Baroness Nurziburzoy replies, "Oh my."
Arrest nurziburzoy
Lord Raburba orders a royal guard to arrest Baroness Nurziburzoy. The royal guard points her sword at Baroness Nurziburzoy, who looks at you for a moment, then nods her head. The two leave together.

Knight Dwelubi says to Baroness Woya, "Lord Purzurabo was in the best room in the palace arguing with Knight Brojess."

Baronet Soatannishoy says to Peeress Dwojadsa, "Rumor has it that Lady Pishel was with Peer Kloppom by the river, and they were partying."
Describe the surroundings
This broad avenue leads right into Temple Square, the heart of fabulous New Oldtown. Towering over the square to the east you do perceive your stark white Temple of Justice, beautiful and well-appointed, offering a statement to the neighborhood: this, this is what progress is about. Sadly, the buildings around you are scarcely up to this new standard; Baron Ventillado's house north of the square is much more satisfactory.

You can see four royal guards, Knight Hedarg Dwelubi, Lord Romegh Raburba, Baronet Klojsa Soatannishoy, Baroness Holfoy Woya, and Peeress Thiyess Dwojadsa here.

Peeress Dwojadsa says to Baroness Woya, "I saw it with my own eyes! Lady Pishel was by a brook partying, if you know what I mean, with Peer Kloppom!"

Knight Fleghannolfimm arrives.
Go east
The gorgeous Temple of Justice towers to the east over this square, which despite your luscious flower garden, is still as much a wreck as Oldtown proper to the west. A disreputable tavern lies southwest. Roads lead south to shops and north by Ventillado's house to Newtown.

You can see two royal guards here.

Lord Pojadubiur, Baronet Soatannishoy, and Baroness Woya arrive, along with several guards.
Go southwest
The Barking Mermaid Tavern is hardly your kind of place. Poorly-built wooden benches with horrific stains, largely disreputable and unruly patrons, disgusting foam-dripping ale. An enticing exit leads northeast.

A tavernkeeper is trying to keep an eye on his guests and the servers.

Baronet Soatannishoy and several guards arrive.
Dismiss tavernkeepere
Baronet Soatannishoy looks confused. "I'm sorry, Your Majesty, but I'm not sure how to do that."

Knight Dwelubi arrives.

Baronet Soatannishoy says to Knight Dwelubi, "Baronet Juffannazlo was with Princess Gubi in a guest room in the palace, and they were working on yelling at each other."

Lord Pojadubiur arrives.
Dismiss tavernkeeper
Baronet Soatannishoy looks confused. "I'm sorry, Your Majesty, but I'm not sure how to do that."

Knight Dwelubi says to Lord Pojadubiur, "Baronet Juffannazlo was with Princess Gubi in the best room in the palace, and they were planning on smelling each other."

Baroness Woya and Peeress Dwojadsa arrive.
You go to the northeast
The gorgeous Temple of Justice towers to the east over this square, which despite your luscious flower garden, is still as much a wreck as Oldtown proper to the west. A disreputable tavern lies southwest. Roads lead south to shops and north by Ventillado's house to Newtown.

You can see Lord Romegh Raburba and three royal guards here.

Lord Pojadubiur, Baronet Soatannishoy, and Peeress Dwojadsa arrive, along with several guards.
You go north
This north-south road winds up the hill to Newtown through burnt-out warehouses and poorly-maintained homes. You've never understood why Baron Ventillado chose to place his house here, on the east side of the road, unless perhaps for the view.

You can see Ventillado's servant here.

Peeress Dwojadsa and several guards arrive.
You look at the servant
This must be one of Baron Ventillado's servants, despite appearances, since even barons are not allowed personal guards.

Baronet Soatannishoy arrives.
Go east
You stride through bright corridors to Ventillado's display room.

Sedmon displays his prized possessions in this shabby two-story chamber. Paintings and torches alternate randomly around the walls at various heights. A doorway leads west.

In the center of the room a platform rises high up, out of reach.

On the platform is the Dragon Gem.

You can also see Baron Ventillado here.

Ventillado's servant follows you in from outside.

Peeress Dwojadsa and several guards arrive.
You look at Baron
You see nothing special about Baron Ventillado.

Baronet Soatannishoy arrives.
You examine Gem
Shimmering, many-facetted, it inspires envy in both tasteful and tasteless alike. You can feel a compulsion beyond what its mere beauty should produce.
You ask Baron about Gem
Baron Ventillado says, "I'm afraid I'm a bit fuzzy-headed today, Your Highness. I don't know what to say."
You give Gem to you
Baron Ventillado turns to his servant. "Could you give the Dragon Gem to His Majesty, please?"

yourself, please?"

Ventillado's servant says, "I'm afraid we can't get it without the Baron's crank, and it appears he's misplaced it. If we had a pole we could probably knock it down. We don't have anything like that, but I imagine your people can find something that would serve."
Go west
This north-south road winds up the hill to Newtown through burnt-out warehouses and poorly-maintained homes. You've never understood why Baron Ventillado chose to place his house here, on the east side of the road, unless perhaps for the view.

You can see Lord Prazed Pojadubiur and a royal guard here.

Peeress Dwojadsa arrives.

Lord Pojadubiur says to Peeress Dwojadsa, "Baronet Juffannazlo was with Princess Gubi in a guest room in the palace, and they were discussing getting intimate."

Ventillado's servant emerges from the house.

Several guards arrive.
Go south
The gorgeous Temple of Justice towers to the east over this square, which despite your luscious flower garden, is still as much a wreck as Oldtown proper to the west. A disreputable tavern lies southwest. Roads lead south to shops and north by Ventillado's house to Newtown.

You can see Baroness Holfoy Woya, Knight Gessann Fleghannolfimm and three royal guards here.

Peeress Dwojadsa arrives.

Baroness Woya says to Peeress Dwojadsa, "Did you hear? Lord Purzurabo was with Knight Brojess in the throne room in the palace, and they were arguing!"

Knight Fleghannolfimm says to Baroness Woya, "Rumor has it that Lord Pazib is getting buried!"

Several guards arrive.
Go east
This forecourt offers a spectacular view of the Temple of Justice, central tower rising above in strength and might. A small barred window lets guards look out.

A closed gate is built into the Temple wall.

You can also see a window here.

The gate swings open and a temple guard emerges. "Your Majesty! We heard you were coming. I hope we can be of service to you."

Peeress Dwojadsa and several guards arrive.
You look at the window
The window looks into a guardroom full of guards who come to attention when they see you.
Go east
Lovely, just lovely. The corridor leading into the temple seems nearly infinitely long, owing to a little tricky architecture you invented. As the corridor slowly shrinks, sloping upwards, even the ornamentation on the walls gets smaller and spaced more closely together. But you know the tiny doorway is really only a few steps to the east. The entry from the north is normally sized, to give the guards rapid access should any malign persons intrude.

Peeress Dwojadsa and several guards arrive.
You go east
Glorious. If only you could build something this grand in Newtown; but there's little need to mete out the King's justice there. Since it's the off-season, the throne, altar, iron maiden, and other implements of justice have been removed for maintainence, but the majesty of the vaulted ceiling still shines through nearly as well.

Against the back wall of the temple is a glowing magic field.

In the magic field is a pair of wooden hooks (on which is a copper pole).

Peeress Dwojadsa and several guards arrive.
You get the pole
It would be inappropriate to do that yourself. You're the king!
Open field
Who do you mean, the temple guard or a royal guard?
Temple
The temple guard says, "Your Majesty, you yourself ordered that pole secured many years ago. Your minister of internal affairs took the talisman needed to disable the field. That would have been Knight Dwelubi, back before he lost his position to overindulgence."
Go west
This forecourt offers a spectacular view of the Temple of Justice, central tower rising above in strength and might. A small barred window lets guards look out.

An open gate allows access into the Temple.

You can also see a royal guard and a window here.

Peeress Dwojadsa and several guards arrive.
Go west
The gorgeous Temple of Justice towers to the east over this square, which despite your luscious flower garden, is still as much a wreck as Oldtown proper to the west. A disreputable tavern lies southwest. Roads lead south to shops and north by Ventillado's house to Newtown.

You can see Baroness Holfoy Woya, Knight Gessann Fleghannolfimm and three royal guards here.

Baroness Woya says to Knight Fleghannolfimm, "I overheard someone say Lady Pishel was with Peer Kloppom by the river, and they were sharing an opium dream!"

Knight Fleghannolfimm replies, "Outrageous!"

Peeress Dwojadsa and several guards arrive.
Summon dwelubi
Peeress Dwojadsa looks confused. "I'm sorry, Your Majesty, but I'm not sure how to do that."

Peeress Dwojadsa says to Baroness Woya, "I saw it with my own eyes! Baronet Juffannazlo was with Princess Gubi in the best room in the palace, and they were working on necking!"

Knight Fleghannolfimm says to Peeress Dwojadsa, "I heard that Lady Pishel was by the waterfall on the river sharing a pipe with Peer Kloppom!"
You wait for a while
Time passes.

Peeress Dwojadsa says to Baroness Woya, "I overheard someone say Lady Pishel was by a waterfall blowing smoke at Peer Kloppom."
Go southwest
The Barking Mermaid Tavern is hardly your kind of place. Poorly-built wooden benches with horrific stains, largely disreputable and unruly patrons, disgusting foam-dripping ale. An enticing exit leads northeast.

A tavernkeeper is trying to keep an eye on his guests and the servers.

You can also see Knight Hedarg Dwelubi and Lord Romegh Raburba here.

Knight Dwelubi says to Lord Raburba, "Rumor has it that Lord Miyaz was with Baron Liyaz by a brook, and they were arguing with Lady Pimmish."

Knight Dwelubi's eyes grow wide as you enter. "Your Majesty! It's not how it appears, I swear. I just needed to wet my whistle."

Peeress Dwojadsa and several guards arrive.
You follow you
Knight Dwelubi says, "By your command."

Peeress Dwojadsa says to Lord Raburba, "I personally saw Lord Purzurabo was behind the throne in the palace yelling at Knight Brojess."

Lord Raburba says, "My goodness."
Go northeast
The gorgeous Temple of Justice towers to the east over this square, which despite your luscious flower garden, is still as much a wreck as Oldtown proper to the west. A disreputable tavern lies southwest. Roads lead south to shops and north by Ventillado's house to Newtown.

You can see three royal guards, Baroness Holfoy Woya and Knight Gessann Fleghannolfimm here.

Baroness Woya says to Knight Fleghannolfimm, "Did you hear? Baronet Juffannazlo was with Princess Gubi in a guest room in the palace, and they were pondering making out!"

Knight Fleghannolfimm says, "My, my, my."

Peeress Dwojadsa and several guards arrive.
You go east
This forecourt offers a spectacular view of the Temple of Justice, central tower rising above in strength and might. A small barred window lets guards look out.

An open gate allows access into the Temple.

You can also see a royal guard and a window here.

Several guards arrive.
Go west
The gorgeous Temple of Justice towers to the east over this square, which despite your luscious flower garden, is still as much a wreck as Oldtown proper to the west. A disreputable tavern lies southwest. Roads lead south to shops and north by Ventillado's house to Newtown.

You can see three royal guards, Peeress Thiyess Dwojadsa, Baroness Holfoy Woya, and Knight Gessann Fleghannolfimm here.

Baroness Woya says to Knight Fleghannolfimm, "An acquiantance told me that Lady Pishel was near Westfall acting firey towards Peer Kloppom."

Knight Dwelubi and several guards arrive.
You look at your surroundings
This forecourt offers a spectacular view of the Temple of Justice, central tower rising above in strength and might. A small barred window lets guards look out.

An open gate allows access into the Temple.

You can also see a temple guard, three royal guards and a window here.
Go west
The gorgeous Temple of Justice towers to the east over this square, which despite your luscious flower garden, is still as much a wreck as Oldtown proper to the west. A disreputable tavern lies southwest. Roads lead south to shops and north by Ventillado's house to Newtown.

You can see three royal guards, Knight Hedarg Dwelubi, Peeress Thiyess Dwojadsa, Baroness Holfoy Woya, and Knight Gessann Fleghannolfimm here.

Baroness Woya says to Knight Dwelubi, "I've heard that Lord Pazib died!"

Knight Dwelubi says, "Inconceivable!"

Several guards arrive.
You follow you
Knight Dwelubi says, "By your command."
Go east
This forecourt offers a spectacular view of the Temple of Justice, central tower rising above in strength and might. A small barred window lets guards look out.

An open gate allows access into the Temple.

You can also see a royal guard and a window here.

Knight Fleghannolfimm and Knight Dwelubi arrive, along with several guards.
You go east
Lovely, just lovely. The corridor leading into the temple seems nearly infinitely long, owing to a little tricky architecture you invented. As the corridor slowly shrinks, sloping upwards, even the ornamentation on the walls gets smaller and spaced more closely together. But you know the tiny doorway is really only a few steps to the east. The entry from the north is normally sized, to give the guards rapid access should any malign persons intrude.

Knight Fleghannolfimm and several guards arrive.
You go west
This forecourt offers a spectacular view of the Temple of Justice, central tower rising above in strength and might. A small barred window lets guards look out.

An open gate allows access into the Temple.

You can also see Peeress Thiyess Dwojadsa, Knight Hedarg Dwelubi, a royal guard, and a window here.

Knight Dwelubi says to Peeress Dwojadsa, "I personally saw Lord Pazib died of the plague."

Several guards arrive.
You follow you
Knight Dwelubi says, "By your command."

Knight Fleghannolfimm arrives.
You go east
Lovely, just lovely. The corridor leading into the temple seems nearly infinitely long, owing to a little tricky architecture you invented. As the corridor slowly shrinks, sloping upwards, even the ornamentation on the walls gets smaller and spaced more closely together. But you know the tiny doorway is really only a few steps to the east. The entry from the north is normally sized, to give the guards rapid access should any malign persons intrude.

Peeress Dwojadsa and Knight Dwelubi arrive, along with several guards.
You ask Dwelubi,  to go east
Knight Dwelubi says, "Yes, Majesty. At once." With that, he departs.

Knight Fleghannolfimm arrives.
Go east
Glorious. If only you could build something this grand in Newtown; but there's little need to mete out the King's justice there. Since it's the off-season, the throne, altar, iron maiden, and other implements of justice have been removed for maintainence, but the majesty of the vaulted ceiling still shines through nearly as well.

Against the back wall of the temple is a glowing magic field.

In the magic field is a pair of wooden hooks (on which is a copper pole).

You can also see Knight Hedarg Dwelubi here.

Peeress Dwojadsa and several guards arrive.
You look at Dwelubi
Knight Dwelubi is a simple-minded brute with a brain dysfuction whose only mention-worthy detail is his uncontrollable twitch which always makes you laugh aloud.
About you
King Elando, it has such a good ring, does it not? Far better than 'Elando the bard'.
You open field with talisman
Knight Dwelubi looks confused. "I'm sorry, Your Majesty, but I'm not sure how to do that."
Unlock field
What do you want Knight Dwelubi to unlock the magic field with?
You ask Dwelubi about the talisman
Knight Dwelubi says, "I believe the talisman for releasing the magic field in the Temple was a glass ball that was put into storage in a pawnshop some years ago. I can't imagine why whoever it was chose that location."
You go west
Lovely, just lovely. The corridor leading into the temple seems nearly infinitely long, owing to a little tricky architecture you invented. As the corridor slowly shrinks, sloping upwards, even the ornamentation on the walls gets smaller and spaced more closely together. But you know the tiny doorway is really only a few steps to the east. The entry from the north is normally sized, to give the guards rapid access should any malign persons intrude.

You can see Knight Gessann Fleghannolfimm here.

Peeress Dwojadsa arrives.

Knight Fleghannolfimm says to Peeress Dwojadsa, "Did you hear? Lady Pishel was in Westfall arguing with Peer Kloppom!"

Several guards arrive.
Go west
The gorgeous Temple of Justice towers to the east over this square, which despite your luscious flower garden, is still as much a wreck as Oldtown proper to the west. A disreputable tavern lies southwest. Roads lead south to shops and north by Ventillado's house to Newtown.

You can see three royal guards and Baroness Holfoy Woya here.

Several guards arrive.
You go to the south
An road in a horrible state of disrepair leads north to the Temple and its glories, away from the mishmash of hideously designed buildings that feebly present themselves for your inspection here. A pawn shop with an air of desperation sits to the south.

Several guards arrive.
You examine the pawn shop
A miserable little shop that tries to be everything to everyone. The only part that's not ugly is the protruding foyer in front.
You open door
Who do you mean, the temple guard or a royal guard?
You break door
The royal guard barrels into the door, smashing it open.

Knight Dwelubi arrives.
You go south
This section of the shop is rudely furnished with ugly shelves and tables, offset by gorgeous hangings on the east wall. The exit lies north.

On the shelves are a crystal ball, an envelope (which is closed), and a tablecloth.

On the tables are some candlestick holders and a candle.

Several guards arrive.
You examine the royal guard
One of your many guardswomen. This one is fat and lithe.
Royal
The royal guard opens the envelope.
You taste powder
The royal guard looks confused. "I'm sorry, Your Majesty, but I'm not sure how to do that."
You look in the envelope
In the envelope is some powder.
You look at your surroundings
This section of the shop is rudely furnished with ugly shelves and tables, offset by gorgeous hangings on the east wall. The exit lies north.

On the shelves are a crystal ball, an envelope (in which is some powder), and a tablecloth.

On the tables are some candlestick holders and a candle.

You can see a temple guard and two royal guards here.
You take the envelope
The royal guard picks up the envelope.
You look at the ball
Flawless, but awfully plain.
You get the ball
The royal guard picks up the crystal ball.
You look at the temple guard
One of your many guardswomen. This one is tall and frail.
You follow you
The temple guard says, "By your command."
You feed the powder to the temple guard
(first taking the powder)
It would be inappropriate to do that yourself.
You read the envelope
Quite plain.
You follow you
The royal guard says, "By your command."
Go north
An road in a horrible state of disrepair leads north to the Temple and its glories, away from the mishmash of hideously designed buildings that feebly present themselves for your inspection here. A pawn shop with an air of desperation sits to the south.

The door to the pawn shop has been knocked off its hinges.

You can also see Knight Hedarg Dwelubi here.

Several guards arrive.
Go north
The gorgeous Temple of Justice towers to the east over this square, which despite your luscious flower garden, is still as much a wreck as Oldtown proper to the west. A disreputable tavern lies southwest. Roads lead south to shops and north by Ventillado's house to Newtown.

You can see three royal guards and Baroness Holfoy Woya here.

Knight Dwelubi and several guards arrive.
Go east
This forecourt offers a spectacular view of the Temple of Justice, central tower rising above in strength and might. A small barred window lets guards look out.

An open gate allows access into the Temple.

You can also see a royal guard and a window here.

Knight Dwelubi and several guards arrive.
You go east
Lovely, just lovely. The corridor leading into the temple seems nearly infinitely long, owing to a little tricky architecture you invented. As the corridor slowly shrinks, sloping upwards, even the ornamentation on the walls gets smaller and spaced more closely together. But you know the tiny doorway is really only a few steps to the east. The entry from the north is normally sized, to give the guards rapid access should any malign persons intrude.

You can see Peeress Thiyess Dwojadsa and Knight Gessann Fleghannolfimm here.

Peeress Dwojadsa says to Knight Fleghannolfimm, "I personally saw Lord Pazib was ruined by the plague."

Several guards arrive.
You go east
Glorious. If only you could build something this grand in Newtown; but there's little need to mete out the King's justice there. Since it's the off-season, the throne, altar, iron maiden, and other implements of justice have been removed for maintainence, but the majesty of the vaulted ceiling still shines through nearly as well.

Against the back wall of the temple is a glowing magic field.

In the magic field is a pair of wooden hooks (on which is a copper pole).

Several guards arrive.
Unlock field
What do you want the royal guard to unlock the magic field with?
You give you the the talisman
The royal guard gives the crystal ball to yourself.

Knight Dwelubi arrives.
Unlock field
(with the crystal ball)
It would be inappropriate to do that yourself.
You give the crystal ball to Dwelubi
Knight Dwelubi accepts the crystal ball from you.
Unlock field
(with the crystal ball)
Knight Dwelubi says, "I don't know how to unlock that."
Talisman
To talk to someone, try "someone, hello" or some such.
Smash ball
Knight Dwelubi orders a temple guard to smash the crystal ball. The temple guard strikes the crystal ball.
You get the pole
Knight Dwelubi says, "I'm sorry, Your Majesty, but I couldn't allow you to come to harm."

Knight Dwelubi says, "The magic field isn't open."
You give the ball to you
Knight Dwelubi gives the crystal ball to yourself.
You throw the ball at the field
Knight Dwelubi says, "I lack the skill, Your Majesty."
Look around
Glorious. If only you could build something this grand in Newtown; but there's little need to mete out the King's justice there. Since it's the off-season, the throne, altar, iron maiden, and other implements of justice have been removed for maintainence, but the majesty of the vaulted ceiling still shines through nearly as well.

Against the back wall of the temple is a glowing magic field.

In the magic field is a pair of wooden hooks (on which is a copper pole).

You can also see Knight Hedarg Dwelubi, a temple guard, a royal guard, and a royal guard here.
You give the talisman to the temple guard
Knight Dwelubi gives the crystal ball to the temple guard.
You ask the temple guard about the talisman
The temple guard says, "I'll return in a moment."

The temple guard leaves west.

Several long moments pass. You're about to send a royal guard to see what the delay is when, with a flicker and a horrible sucking sound, the magic field disappears.

Moments later the guard reappears. "Ah, it worked, even after so long."
You go west
Lovely, just lovely. The corridor leading into the temple seems nearly infinitely long, owing to a little tricky architecture you invented. As the corridor slowly shrinks, sloping upwards, even the ornamentation on the walls gets smaller and spaced more closely together. But you know the tiny doorway is really only a few steps to the east. The entry from the north is normally sized, to give the guards rapid access should any malign persons intrude.

You can see Peeress Thiyess Dwojadsa and Knight Gessann Fleghannolfimm here.

Knight Dwelubi arrives.

Peeress Dwojadsa says to Knight Dwelubi, "I saw it with my own eyes! Lady Pishel was with Peer Kloppom near Westfall, and they were having an argument!"

Knight Dwelubi replies, "Outrageous!"

Knight Fleghannolfimm says to Peeress Dwojadsa, "I overheard someone say Baronet Juffannazlo was with Princess Gubi in the guest room at the embassy, and they were planning on snuggling."

Several guards arrive.
You go to the north
This is the place where guards stand on duty protecting the Temple and its occupants. A metal door fills the doorway to the east.

In a corner of the room is a panel with two levers and two knobs.

You can also see six temple guards here.

Several guards arrive.
You turn off field
The temple guard looks confused. "I'm sorry, Your Majesty, but I'm not sure how to do that."
You ask the temple guard about the talisman
The temple guard fits the the crystal ball into a slight depression in the floor, then wiggles and rotates strangely. "There, it should be removed. Let's go see."

A guard arrives.
You go to the south
Lovely, just lovely. The corridor leading into the temple seems nearly infinitely long, owing to a little tricky architecture you invented. As the corridor slowly shrinks, sloping upwards, even the ornamentation on the walls gets smaller and spaced more closely together. But you know the tiny doorway is really only a few steps to the east. The entry from the north is normally sized, to give the guards rapid access should any malign persons intrude.

You can see Knight Hedarg Dwelubi, Peeress Thiyess Dwojadsa, and Knight Gessann Fleghannolfimm here.

Knight Dwelubi says to Knight Fleghannolfimm, "I heard that Lady Pishel was in Westfall having a disagreement with Peer Kloppom."

Peeress Dwojadsa says to Knight Dwelubi, "I've heard that Baronet Juffannazlo was with Princess Gubi in a guest room in the palace, and they were discussing struggling."

Several guards arrive.
Go east
Glorious. If only you could build something this grand in Newtown; but there's little need to mete out the King's justice there. Since it's the off-season, the throne, altar, iron maiden, and other implements of justice have been removed for maintainence, but the majesty of the vaulted ceiling still shines through nearly as well.

You can see a pair of wooden hooks (on which is a copper pole) here.

Several guards arrive.
You get the pole
The royal guard picks up the copper pole.
You go west
Lovely, just lovely. The corridor leading into the temple seems nearly infinitely long, owing to a little tricky architecture you invented. As the corridor slowly shrinks, sloping upwards, even the ornamentation on the walls gets smaller and spaced more closely together. But you know the tiny doorway is really only a few steps to the east. The entry from the north is normally sized, to give the guards rapid access should any malign persons intrude.

You can see Knight Hedarg Dwelubi, Peeress Thiyess Dwojadsa, and Knight Gessann Fleghannolfimm here.

Knight Fleghannolfimm says to Peeress Dwojadsa, "I personally saw Lady Pishel was near Westfall having a blow-out with Peer Kloppom."

Several guards arrive.
Go west
This forecourt offers a spectacular view of the Temple of Justice, central tower rising above in strength and might. A small barred window lets guards look out.

An open gate allows access into the Temple.

You can also see a royal guard and a window here.

Several guards arrive.
Go west
The gorgeous Temple of Justice towers to the east over this square, which despite your luscious flower garden, is still as much a wreck as Oldtown proper to the west. A disreputable tavern lies southwest. Roads lead south to shops and north by Ventillado's house to Newtown.

You can see three royal guards and Baroness Holfoy Woya here.

Several guards arrive.
Go north
This north-south road winds up the hill to Newtown through burnt-out warehouses and poorly-maintained homes. You've never understood why Baron Ventillado chose to place his house here, on the east side of the road, unless perhaps for the view.

You can see Ventillado's servant, Lord Prazed Pojadubiur, and a royal guard here.

Peeress Dwojadsa arrives.

Lord Pojadubiur says to Peeress Dwojadsa, "I heard that Lord Jolfad is under arrest for carrying on an assignation in the royal treehouse."

Several guards arrive.
You give the pole to the servant
The royal guard gives the copper pole to Ventillado's servant.

Peeress Dwojadsa says to Lord Pojadubiur, "Rumor has it that Lady Pishel was in Westfall having a big party with Peer Kloppom."
You go east
Sedmon displays his prized possessions in this shabby two-story chamber. Paintings and torches alternate randomly around the walls at various heights. A doorway leads west.

In the center of the room a platform rises high up, out of reach.

On the platform is the Dragon Gem.

You can also see Baron Ventillado and Baronet Klojsa Soatannishoy here.

Ventillado's servant arrives.

Several guards arrive.
You get Gem with pole
Who do you mean, the temple guard or a royal guard?
Royal
The royal guard looks confused. "I'm sorry, Your Majesty, but I'm not sure how to do that."
You get Gem
Ventillado's servant says, "I'm afraid we can't get it without the Baron's crank, and it appears he's misplaced it. If we had a pole we could probably knock it down."

Peeress Dwojadsa arrives.
You give Gem to you
Who do you mean, Ventillado's servant or Baron Ventillado?
You give Gem to you
Baron Ventillado says, "I'm afraid I'm a bit light-headed today, Your Highness. Perhaps my servant can help you."

Peeress Dwojadsa says to Baronet Soatannishoy, "A friend told me that Lady Pishel was in Westfall having a big party with Peer Kloppom!"

Baronet Soatannishoy replies, "Who would have thought it!"
You give Gem to you
Ventillado's servant says, "I'm afraid we can't get it without the Baron's crank, and it appears he's misplaced it. If we had a pole we could probably knock it down."

Peeress Dwojadsa says to Baronet Soatannishoy, "A friend told me that Lord Jolfad is under arrest for attempting an assassination from the royal treehouse!"
You give the pole to the servant
The royal guard gives the copper pole to Ventillado's servant.
You give Gem to you
Ventillado's servant nods to you, then turns to face the platform. He jumps and thrusts the pole, just missing the Dragon Gem. He waits a moment, then tries again. As he thrusts the pole at the gem, his hand twists the dial, and moments later he is back on the ground, the claw at the end of the pole clutching the Dragon Gem. He holds the claw out towards you and releases the Gem into your hands.

You clutch it tightly to your chest. Another of Blackhelm's attempts on your life successfully foiled.

"Baron Ventillado, this is a wonderful present you have given me. Many thanks."

The Baron's brow contracts, but he stops just short of a frown. "You are welcome, Your Majesty."

Ignoring the prattling of your entourage, you step back out to the darkening sky.

"Not this time!" you cry out. So much for that crone's dire prophecy. No doubt Blackhelm will try again--such a bother, just because you refrained from giving Blackhelm's lover a helping hand that one time. That one time when he was hanging desperately on the edge of a cliff. What else could you have done? If you had helped him, he would have claimed the crown you'd found together. He would be the king. He'd have the Dragon Gem.

And that would be most unsatisfactory.

You have finished this story. But one more remains.

In this story you will play as a dragon.
F.
Do you want this character to be [m]ale or [f]emale?

Dragon:

Baron Sedmon Ventillado. Sedmon Dragonslayer, then. We laughed, for we seemed alive, still.

We had been twenty years younger, then we would have been the name on the man-things' lips. We would have been the visage on their paintings. And we would still have the Kthyress Crystal with which we would bring covetousness into man-things' hearts. But we were too young for detection of certain trickery; we were too old for resistance to certain magics. We had failed.

We had felt no regrets twenty years before. We had ceased our toils at heroism when we saw the end of Thorn's Companions; but we had lived still, we had begun a new life. We paid the price for our youthful indiscretion; we were made small by Sethidrac's assignment. We, guardian. We, to guard one-ninth of the Legacy.

Then we heard rumor on the winds. We heard of a transfer of the Crystal from Sedmon to Blackhelm. Blackhelm. A guileful creature amongst creatures of guile. We had our suspicions about the theft. And we knew of the powers of the Crystal. We wondered at Blackhelm's knowledge. We wondered at the anger in Blackhelm towards those who were amongst Thorn's companions.

We had been too long letting Sedmon hold the Crystal. We risked emnity from Sethidrac and Passidrac for too long. We could not yield the possession of the Crystal to Blackhelm. We had to make it ours.

We were surrounded by the man-things' structures, structures of dead trees and rock and distortions of iron. Beneath us we felt the arrangements of stone into a path for man-things' mobile receptacles. We could smell hints of the Crystal along the path to the east.

We could see a receptacle here.

[Type 'ABOUT' for important commands we could use.]
You examine the receptacle
We sensed the emptiness of the immobile receptacle.
Smell
We smelled the faint trace of Kythress from the east.
You destroy it
We smashed the receptacle to pieces.
You look around
We were surrounded by the man-things' structures, structures of dead trees and rock and distortions of iron. Beneath us we felt the arrangements of stone into a path for man-things' mobile receptacles. We could smell hints of the Crystal along the path to the east.
Go east
We stood in a more open space. On all sides of us we observed structures, with a particularly large white one to the east. In the center we perceived fresh plants in a location inappropriate to their origins, with insufficient bare earth. We could follow man-paths south, west, and north, or towards the eastern structure.

We could see two man-things here.

We heard shrieks from a man-thing, "Wuthe-elistha-migodisa-drakin. Dran-dran-dran."
You eathe man-thing
We first attempted to take the man-thing.

We imagined displeasure from the man-thing at that prospect.
You breathe othe man-thing
We let loose a torrent of flame, and when we stopped, we could no longer see the man-thing.

We heard screams from a man-thing.
You go north
We stood upon a sloping hillside; we were only partially surrounded by man-thing structures. Further north was the entrance of the man-path to the city; south more structures. We scented the Crystal to the east.

We could see a man-thing here.

We saw the man-thing's eyes upon us. We saw a lack of further movement.
You go east
We observed a change in the man-thing's position. We could not enter with him in the way.

We heard sounds come forth from the man-thing. We were surprised that we heard the true speech, not the man-thing chatter. We heard some distortion, yes, but still. We heard its speech. "Hail, Draco. Thou wouldst want thy crystal returned to thee, I suppose."
Yes
We weren't intending that as a question.

We heard the man-thing's voice, "My master will willingly give the crystal unto thee, if thou wouldst do us a small service."
You wait for a while
We allowed time to pass us by.

We heard the man-thing's utterance, "If thou canst deliver to me the copper pole which lies in yon hideous white structure to the south, I will stand aside and allow thee to reclaim thy crystal."
You breathe othe man-thing
We watched the appearance of a part in the flames around the man-thing. We saw no damage to it.
You go south
We stood in a more open space. On all sides of us we observed structures, with a particularly large white one to the east. In the center we perceived fresh plants in a location inappropriate to their origins, with insufficient bare earth. We could follow man-paths south, west, and north, or towards the eastern structure.

We could see a man-thing here.
You go to the east
We stood on a plain of rock, grey below us and around us, white to the east. We could leave west. We perceived a tiny hole to one side.

We could also see a barrier of metal segments before an eastward tunnel.
You look at the barrier
We could sense the truth of iron inside what we saw as too-regular slivers in orderly, artificial groups.
You destroy it
We smashed our body against the gate and we felt its internal distress. We smashed against it again, and we smashed through it as well.
You go to the east
We stood within a man-thing cave which rapidly narrowed to the east into an entrance the size of a small man-thing. We observed passages to the north and the west.
Go north
We stood in a small chamber full of the leavings and scents of man-things. We saw a metal barrier to the east and a wide-open passage south.

We could see six man-things here.

We heard cries from a man-thing, "Godistroo-izadran-wadwedoo."
Go east
We could not with the metal barrier in the way.

We saw the departure of a terrified man-thing.
You destroy the barrier
We could not destroy the thick door.

We heard shrieks from a man-thing, "Witzawanithus-wedindoo-nuthn."
You examine door
We saw iron, and much of it.
You breathe on the door
We breathed, but we were not generating sufficient heat.

We heard screams from a man-thing.
You go west
We stood on a plain of rock, grey below us and around us, white to the east. We could leave west. We perceived a tiny hole to one side.

We could also see fragments of metal around an eastward tunnel.
You go west
We stood in a more open space. On all sides of us we observed structures, with a particularly large white one to the east. In the center we perceived fresh plants in a location inappropriate to their origins, with insufficient bare earth. We could follow man-paths south, west, and north, or towards the eastern structure.

We could see a man-thing here.
You go south
We were surrounded by man-thing structures in all directions save the north; we were blocked from further travel south by an adjustable barrier in the middle of the southern structure.
You destroy the barrier
We smashed the barrier to pieces.
You go south
We breathed gently through our nostrils so that we could shed light upon our surroundings. We stood in a dim man-thing cave; we saw man-thing protrusions and surfaces on which rested the artifacts of the man-things. We smelled something very strong from the east, and we could also exit northwards.

On the protrustions we could see a transparent sphere, a plant sheet, and a weave of hair.

On the surfaces we could see some metal sticks and an animal stick.
You examine sheet
We looked at a flat sheet which smelled of dead plant.
You examine the sphere
We saw through it and we saw ourselves in it. We knew it as man-crystal. We saw no worth in it.
You eat the sphere
We first attempted to take the transparent sphere.

We would not have enjoyed eating a transparent sphere.
You look at the weave
We looked on a weave of animal hair; we knew such creations of man-things from our travels with them. We knew comfort and decorations as common reasons for their existence.
You eat the plant sheet
We first attempted to take the plant sheet.

We were carrying as much as we could carry already.
Inventory
We were carrying a transparent sphere.
You drop the sphere
We dropped the transparent sphere.
You eat the plant sheet
We first attempted to take the plant sheet.

We would not have enjoyed eating a plant sheet.
You drop it
We dropped the plant sheet.
You open the plant sheet
We lacked the dexterity for such actions.
You go east
We were at the back of the man-thing cave which we could exit to the west; we hardly saw the things in heaps and piles we were casting light on with our soft breaths, so assaulted were we by the smell from a metal receptacle in the corner.
You examine the receptacle
We could smell the source of the strong smell we had smelled outside the cave; we perceived the smell from the clear liquid in the receptacle. We could also see through the liquid, where we saw a gold figure.
You examine the figure
We saw a tiny figurine, a man-thing form, its arms in front, hands together.
You drink liquid
We lowered our snout to the barrel and sucked deeply from the barrel. We felt a warm, fine sensation as we swallowed the liquid.

We experienced a heavy sensation inside. We disagreed with the liquid. We resisted its affronts, but we could not digest it.
You take the liquid
(the stomachful of liquid)
We were already in possession of that.
You check what you're carrying
We were carrying a stomachful of liquid.
Go west
We breathed gently through our nostrils so that we could shed light upon our surroundings. We stood in a dim man-thing cave; we saw man-thing protrusions and surfaces on which rested the artifacts of the man-things. We smelled something very strong from the east, and we could also exit northwards.

On the protrustions we could see a weave of hair.

On the surfaces we could see some metal sticks and an animal stick.

We could see a plant sheet and a transparent sphere here.
You go north
We were surrounded by man-thing structures in all directions save the north; we saw a gaping hole in the structure to the south.
You go to the north
We stood in a more open space. On all sides of us we observed structures, with a particularly large white one to the east. In the center we perceived fresh plants in a location inappropriate to their origins, with insufficient bare earth. We could follow man-paths south, west, and north, or towards the eastern structure.

We could see two man-things here.

We heard cries from a man-thing, "Izedmens-fawt-drakinslar-izedmens-fawt."
You go to the east
We stood on a plain of rock, grey below us and around us, white to the east. We could leave west. We perceived a tiny hole to one side.

We could also see fragments of metal around an eastward tunnel.
You go to the north
We stood in a small chamber full of the leavings and scents of man-things. We saw a metal barrier to the east and a wide-open passage south.

We could see five man-things here.

We heard shrieks from a man-thing.
You breathe on the barrier
We expelled the liquid onto the metal barrier and watched its rapid dissolution to nothing.

We saw the departure of a terrified man-thing.

We saw the departure of a terrified man-thing.
Go east
We stood in a spatious cavern, but we took no joy from it. We were surrounded by the results of distortion and torture of rock and earth and stone; we felt only horror. We desired departure above all else, and so we kept our eyes upon the west exit.

Against the back of the cavern we saw a ring of light.

In the ring of light we could see a pair of wooden rods (on which was a copper pole).
You examine the light
We saw the center of the ring of light around the rods within it.
You get the pole
The ring of light was in the way.
You examine rods
We saw the attachment of the hooks to the wall.
You breathe on the light
We breathed on the hooks. We watched our breath's lack of penetration through the circle of magic. We watched the flames around the ring. We stopped our breath. We watched the gradual diminution of the fire.

We determined that we could not expect blockage of heat by such magic as we saw the collision of the copper pole with the ground.
You get the pole
We took the copper pole.
You go west
We stood in a small chamber full of the leavings and scents of man-things. We saw an open entrance to the east and a wide-open passage south.

We could see three man-things here.

We saw the departure of a terrified man-thing.
Go south
We stood within a man-thing cave which rapidly narrowed to the east into an entrance the size of a small man-thing. We observed passages to the north and the west.
You go to the west
We stood in a more open space. On all sides of us we observed structures, with a particularly large white one to the east. In the center we perceived fresh plants in a location inappropriate to their origins, with insufficient bare earth. We could follow man-paths south, west, and north, or towards the eastern structure.

We could see two man-things here.

We saw the departure of a terrified man-thing.
Go north
We stood upon a sloping hillside; we were only partially surrounded by man-thing structures. Further north was the entrance of the man-path to the city; south more structures. We scented the Crystal to the east.

We could see a man-thing here.
You give the pole tthe man-thing
We saw the man-thing's stretch for the copper pole. We observed the pole in its clutches. We saw locomotion by the man-thing from in front of the entrance to the structure.
Go east
We traversed a maze of twisty little passages; we used the scent of Kthyress as a guide.
Cave
We stood in a tall cave. We saw markings upon the walls, and man-thing torches. The cave led out to the west.

We observed a structure of wood; we saw near the ceiling as the limit of its reach.

On the wooden structure we could see the Kthyress Crystal.
You examine Crystal
With what mere words could we describe the Kthyress Crystal? We had no particular fondness for the deception, its geas of greed. But we had the obligation; we were the guardian of it, the bait for the trap. The trap that we had failed to spring this time.
You examine the wood
A construction of once-sturdy trees, an artificial arrangement; we saw its uppermost surface near the stalactities amongst the top of the cave.
You look at your surroundings
We stood in a tall cave. We saw markings upon the walls, and man-thing torches. The cave led out to the west.

We could see the Kthyress Crystal here.
You get Crystal
We pulled the Kthyress Crystal from within the smoke and rubble. We had discharged the first of our duties.

We emerged onto the hillside and we discovered the departure of the oddly powerful man-thing with the wrong odor. We were suddenly in recollection of the scent we had sensed with the man-thing, but not from it: Blackhelm. We realized that creature's association with Blackhelm.

Yet we knew Blackhelm was just another man-thing. We would not concern ourselves with Blackhelm's plots so long as we were not involved in them again.

As we set forth on the journey to the mountain, we pondered what we would say to Sethidrac about our trip. We knew the claims of the others our age, but we disbelieved Sethidrac was cognizant of the smell of prevarication.
R.
[press a key]
R.
Do you want to play as an [a]dventurer, an [e]nchanter, a [t]hief, [r]oyalty, or a [d]ragon? r
M.
Do you want this character to be [m]ale or [f]emale?

Royalty:

Baron Sedmon Ventillado. Sedmon Dragonslayer, now. The peasantry do love to forget a title and pretend a hero is one of theirs.

Were you twenty years younger, it would be your name on everyone's lips. Your face on the popular paintings. And the Dragon Gem would be yours for everyone to covet. Of course, it is your name on the royal decrees, your face on the coins, and your pick of the Royal Jewels for your costume each day. But you detect an honesty in the grotesque admiration for the Baron--one you'll not find in the simpering toadies who serve you. But no.

No regrets. Your days of heroism ceased when Thorn's Companions disbanded, yet your life--a new life--went on. The things you did then--the life you abandoned--all small prices to have paid for the luxurious lifestyle you've gained.

But now... the winds bring rumor that Ventillado means to give the Gem to Blackhelm. Blackhelm. That villain--the Dragon Gem is said to have powers, powers that one such as Blackhelm could bring to bear on those of Thorn's Companions who survived. Thankfully, Ventillado is said to be a loyal citizen of the crown. And you can afford to be generous in recompense.

The best way to be sure the Dragon Gem stays out of Blackhelm's hands? Get it in yours.

an interactive vice-tainter
Copyright 2001, Sean Barrett

This broad avenue leads right into Temple Square, the heart of fabulous New Oldtown. Towering over the square to the east you do perceive your stark white Temple of Justice, beautiful and well-appointed, offering a statement to the neighborhood: this, this is what progress is about. Sadly, the buildings around you are scarcely up to this new standard; Baron Ventillado's house north of the square is much more satisfactory. How you hate having to come here. This would all be so much simpler if Blackhelm were found dead one morning, but it's never happened yet, despite your best efforts.

[Type 'ABOUT' for important commands you can use.]
Go north
Buildings block the way.

Lady Suff, Baron Broata, Duchess Suffureghurz, Peer Solfelargib, and Countess Belannolfiy arrive, along with several guards.
Go east
The gorgeous Temple of Justice towers to the east over this square, which despite your luscious flower garden, is still as much a wreck as Oldtown proper to the west. A disreputable tavern lies southwest. Roads lead south to shops and north by Ventillado's house to Newtown.

You can see two royal guards here.

Lady Suff, Baron Broata, Duchess Suffureghurz, and Peer Solfelargib arrive, along with several guards.
Go north
This north-south road winds up the hill to Newtown through burnt-out warehouses and poorly-maintained homes. You've never understood why Baron Ventillado chose to place his house here, on the east side of the road, unless perhaps for the view.

You can see Ventillado's servant here.

Lady Suff, Baron Broata, and Baroness Curzimmurzib arrive, along with several guards.
Arrest servant
Perhaps you should order someone else to do that.

Baroness Curzimmurzib says to Baron Broata, "Countess Subi was in a room at the embassy arguing with Lord Lanned."

Baron Broata says, "Goodness."

Lady Suff says to Baroness Curzimmurzib, "Rumor has it that Knight Coatubi is under arrest for plotting an assassination in the royal treehouse."

Lord Dricko, Duchess Suffureghurz, and Peer Solfelargib arrive.
Arrest servant
The royal guard points her sword at Ventillado's servant, who looks at you for a moment, then nods his head. The two leave together.

[** Programming error: Ventillado's servant (object number 242)  has no property reset to send message **]

Peer Solfelargib says to Lord Dricko, "Lord Pazick was with Countess Noyess in the guest room at the embassy, and they were considering sharing an opium dream."

Duchess Suffureghurz says to Lady Suff, "I overheard someone say Knight Wimmubi was with Prince Jazolf in the Imperial Stables, and they were blowing smoke at Lady Lannaz."

Lady Suff says, "Unbelievable."

Baroness Curzimmurzib says to Baron Broata, "I've heard that Knight Coatubi is under arrest for conspiring in the royal treehouse!"
Look around
This north-south road winds up the hill to Newtown through burnt-out warehouses and poorly-maintained homes. You've never understood why Baron Ventillado chose to place his house here, on the east side of the road, unless perhaps for the view.

You can see four royal guards, Ventillado's servant, Lord Juffall Dricko, Duchess Dweluff Suffureghurz, Peer Fladarg Solfelargib, Lady Dwomel Suff, Baron Bromannurdo Broata, and Baroness Selturz Curzimmurzib here.

Lord Dricko says to Peer Solfelargib, "I saw it with my own eyes! Baroness Suress was arrested for conspiring in the royal treehouse!"

Peer Solfelargib replies, "You don't say!"

Baron Broata says to Baroness Curzimmurzib, "I personally saw Knight Klimma saved a shrinking fortune for a dowry."

Baroness Curzimmurzib replies, "Oh my."

Lady Suff says to Lord Dricko, "An acquiantance told me that he saw Knight Wimmubi was with Prince Jazolf in the loft in the Imperial Stables, and they were acting firey towards Lady Lannaz."

Countess Belannolfiy arrives.
Go east
You stride through bright corridors to Ventillado's display room.

Sedmon displays his prized possessions in this shabby two-story chamber. Paintings and torches alternate randomly around the walls at various heights. A doorway leads west.

In the center of the room a platform rises high up, out of reach.

On the platform is the Dragon Gem.

You can also see Baron Ventillado here.

Ventillado's servant follows you in from outside.

Lady Suff, Lord Dricko, Baroness Curzimmurzib, and Peer Solfelargib arrive, along with several guards.
Arrest ventillado
Who do you mean, Ventillado's servant or Baron Ventillado?
Arrest baron ventillado
The royal guard looks confused. "I'm sorry, Your Majesty, but I'm not sure how to do that."

Countess Belannolfiy arrives.

Baroness Curzimmurzib says to Countess Belannolfiy, "Rumor has it that Knight Klimma saved a fortune for a dowry."

Lord Dricko says to Peer Solfelargib, "I personally saw Knight Wimmubi was with Prince Jazolf in the loft in the Imperial Stables, and they were arguing with Lady Lannaz!"

Duchess Suffureghurz arrives.
Arrest sedmon
The royal guard points his sword at Baron Ventillado, who nods his head. The two leave together.

[** Programming error: Baron Ventillado (object number 245)  has no property reset to send message **]

Countess Belannolfiy says to Baroness Curzimmurzib, "I've heard that Baroness Thedib was at a brook near the palace partying, if you know what I mean, with Lord Dwomom."
You arrest meressin
The royal guard looks confused. "I'm sorry, Your Majesty, but I'm not sure how to do that."

Countess Belannolfiy says to Lady Suff, "Did you hear? Knight Klimma had a very big dowry."

Lady Suff says, "Outrageous!"

Baron Broata arrives.
Arrest sedmon
Lady Suff orders a royal guard to arrest Baron Ventillado. The royal guard points his sword at Baron Ventillado, who nods his head. The two leave together.

[** Programming error: Baron Ventillado (object number 245)  has no property reset to send message **]

Peer Solfelargib says to Baroness Curzimmurzib, "I overheard someone say that Baroness Suress was arrested for conspiring in the royal greenhouse!"