text: [Themes: Vampire, werewolf, violence, supernatural, nonhuman protagonist, vampire, maze]
  
  two recent college graduates like yourself and your friend Carolyn. From the mansions of England to the beaches of Greece, you've walked in the footsteps of the Crusaders and seen sights that few Americans have ever seen.
  
  Carolyn had wanted to skip the Central European nation of Rylvania. "Why bother?" she'd said. "There's nothing but farmers there, and creepy old castles - nothing we haven't seen already. The Rylvanians are still living in the last century."
  
  That, you'd insisted, was exactly why Rylvania was a must-see. The country was an intact piece of living history, a real treasure in this modern age.
  
  If only you hadn't insisted! As night fell, as you approached a
  small farming village in search of a quaint inn to spend the night, the howling began. A scant hundred yards from the village, and it happened...the wolves appeared from the black forest around you and attacked. Big, black wolves that leaped for Carolyn's throat before you could shout a warning, led by a great gray-black animal that easily stood four feet at the shoulder. Carolyn fell to the rocky path, blood gushing from her neck as the wolves faded back into the trees, unwilling, for some unknown reason, to press their attack.
  
  If she dies, it will be your fault. You curse the darkening sky as
  you cradle Carolyn's head, knowing that you have little time to find help. Perhaps in the village up the road to the north -
  
  Copyright (C) 1993, 1996 D. A. Leary
  All rights reserved.
  
  Difficulty Rating: Horrifying (5 out of 10)
  
  Suggested for Mature Audiences.
  
  ***
  
  This game is free. We encourage you to distribute it, but you may
  not charge any money for it beyond the cost of the media it is stored on.
  
  ADVENTIONS no longer supports this product. Please do not contact
  
  ***
  
  ***
  
  - winding through a black, dismal forest. To the north, through the trees, you can barely make out the lights of a small Rylvanian village. The sun has just set and dark trees hang over the path, forming a mazelike net overhead. The path is well trodden and easy to walk on.
  
  Carolyn, your close friend from college, lies motionless on the
  path, blood flowing freely from a gaping, jagged wound in her throat and chest. She's making faint gurgling sounds and just barely breathing.
  
  [Author's Note: What you expected would be a fun outing in scenic Rylvania turns into a gruesome nightmare, with *you* playing the starring role. Find out what it's like to be alternately the source and challenger of evil in the tiny Eastern European province. Test your very moral fiber as you decide to damn yourself and save others -- or vice versa.]
  
  > Note 1
  [1]: Footnote markers are numbers enclosed in square brackets.
  
  > check your inventory
  You have a fifty-dollar traveller's check and a matchbook.
  
  > Go north
  You are standing at a fork in the path, just outside a village. To
  the west the trees thin out slightly, while to the east they disappear entirely, becoming an impassable swamp. Branches of the path run north and northeast. To the north you can see several buildings. The track runs south as well, back into the forest.
  
  > go north
  You are standing outside a wooden inn at the west end of a small Rylvanian village. Flickering light streams from an open window, and a sign hangs above the doorway. The inn has seen better days - it's run-down and falling apart, and could use a good coat of paint. A path runs south, out of town, and more buildings are down the street to the east. To the west is more of the black forest. The inn is to the north.
  
  > examine the sign
  In gothic script the sign reads "The Devil's Cup."
  
  > go north
  The inn is well-lit, less shabby on the inside than on the out. A warming fire burns in the hearth. Several townsfolk are seated around a table, talking quietly, and a thin old man stands behind the bar.
  The townsfolk and the barman look up as you enter, suspicious of strangers - as are all Rylvanians - but soon the patrons turn back to their conversation and the barman returns to polishing glasses. The exit from the inn is south, and an open doorway behind the bar leads west.
  
  A tarot deck is sitting on the table.
  
  Some of the townsfolk turn and nod briefly at you before continuing their conversation.
  
  The old barman regards you silently.
  
  You catch a fragment of conversation. "...written on the trees..."
  
  > tell the barman about Carolyn
  The bartender shakes his head and points at his mouth. "Foreigner!" one of the patrons shouts at you. "Old Henri is mute! He cannot speak to you." The customer smiles. "But he knows what you need, if you have the money.'
  
  You catch a fragment of conversation. "...written on the trees..."
  
  > give the check to bartender
  The bartender looks at the check, then smiles and shakes his head, passing the check back to you.
  
  "They walk tonight," one of the customers whispers.
  
  > tell patrons about the wolves
  The customers eye you suspiciously. "Yes. The wolves roam the woods. The old woodcutter that lives out there might know more about them."
  
  You catch a fragment of conversation. "...the doctor knows..."
  
  > ask the patrons about doctor
  One of the customers glances up at you. "Yes, we have a doctor. He lives further down, on this side of the street." He jerks his thumb to the east, then falls quiet for a long moment. "I don't know if you want him as your doctor, Foreigner. He is a strange man."
  
  "They walk every night," a customer snaps, drinking heavily from a stone flagon. "Every bloody night. Our village is cursed."
  
  > go to the east
  You are walking on a road through the center of the village. The street is quiet and empty; most of the local populace has already turned in for the night. Silence weighs heavily on the town, and the air is cold and leaden. To the north is a small square wooden building. The door to the building is open. To the south is an open field. The road continues to the east and west, and a branch runs southwest as well - toward the black forest.
  
  > Go east
  You are near the eastern outskirts of the village. To the south is
  a stately old church, weathered and in a state of disrepair. The entrance to the church stands open. To the north a narrow track runs along the side of the small wooden building you passed to the west.
  The road continues west and also runs northeast, out of town and through the moors.
  
  > go north
  You are inside a small office which appears to belong to the local doctor. It's small and dark, but clean. A chair and a desk are the only furniture. The exit is south, back through the doorway. One small window in the east wall looks out on an alley. Hanging on the wall is a framed diploma. The door stands open, and the window is closed.
  
  A middle-aged man is here. "Hello," he says pleasantly. "I am
  Doctor Trolovitch."
  
  > tell the Doctor about Carolyn
  The doctor nods hurriedly. "Yes, of course. I can help. Take me to her, and I'll do all I can."
  
  Doctor Trolovitch waits, staring at you expectantly.
  
  > Go south
  You are walking on a road through the center of the village. The street is quiet and empty; most of the local populace has already turned in for the night. Silence weighs heavily on the town, and the air is cold and leaden. To the north is a small square wooden building. The door to the building is open. To the south is an open field. The road continues to the east and west, and a branch runs southwest as well - toward the black forest.
  
  Doctor Trolovitch checks the door to his office, making sure it's locked. "Can't be too careful," he murmurs.
  
  > Go west
  You are standing outside a wooden inn at the west end of a small Rylvanian village. Flickering light streams from an open window, and a sign hangs above the doorway. The inn has seen better days - it's run-down and falling apart, and could use a good coat of paint. A path runs south, out of town, and more buildings are down the street to the east. To the west is more of the black forest. The inn is to the north.
  
  Doctor Trolovitch follows you.
  
  > go west
  You are lost among the twisted, gnarled trees of the black forest.
  The trees close in around you and the air is damp and cold. Somewhere off in the distance a lone wolf howls. Owls hoot, and a faint scrabbling under the leaves hints of tiny creatures of the night, searching for food. You can travel in almost all directions.
  
  Doctor Trolovitch follows you.
  
  > Go south
  You are standing at a fork in the path, just outside a village. To
  the west the trees thin out slightly, while to the east they disappear entirely, becoming an impassable swamp. Branches of the path run north and northeast. To the north you can see several buildings. The track runs south as well, back into the forest.
  
  Doctor Trolovitch follows you.
  
  > Go south
  - winding through a black, dismal forest. To the north, through the trees, you can barely make out the lights of a small Rylvanian village. The trail is shrouded in almost total darkness and dark trees hang over the path, forming a mazelike net overhead. The path is well trodden and easy to walk on.
  
  Doctor Trolovitch follows you, looking around. "Is this where you claim your friend to be?" he says irritably. "I see no patient." He shakes his head. "I would think one of your age would be beyond these childish pranks." He turns and walks back toward town without a word, leaving you to wonder what could have happened to Carolyn.
  
  > Go north
  You are standing at a fork in the path, just outside a village. To
  the west the trees thin out slightly, while to the east they disappear entirely, becoming an impassable swamp. Branches of the path run north and northeast. To the north you can see several buildings. The track runs south as well, back into the forest.
  
  > go north
  You are standing outside a wooden inn at the west end of a small Rylvanian village. Flickering light streams from an open window, and a sign hangs above the doorway. The inn has seen better days - it's run-down and falling apart, and could use a good coat of paint. A path runs south, out of town, and more buildings are down the street to the east. To the west is more of the black forest. The inn is to the north.
  
  > go north
  The inn is well-lit, less shabby on the inside than on the out. A warming fire burns in the hearth. Several townsfolk are seated around a table, talking quietly, and a thin old man stands behind the bar.
  The townsfolk and the barman look up as you enter, suspicious of strangers - as are all Rylvanians - but soon the patrons turn back to their conversation and the barman returns to polishing glasses. The exit from the inn is south, and an open doorway behind the bar leads west.
  
  A tarot deck is sitting on the table.
  
  Some of the townsfolk turn and nod briefly at you before continuing their conversation.
  
  The old barman regards you silently.
  
  You catch a fragment of conversation. "...the doctor knows..."
  
  > examine the deck
  It's a deck of tarot cards.
  
  "They walk tonight," one of the customers whispers.
  
  > examine the tarot
  It's a deck of tarot cards.
  
  "They walk every night," a customer snaps, drinking heavily from a stone flagon. "Every bloody night. Our village is cursed."
  
  > ask the patrons about the wolves
  The customers eye you suspiciously. "Yes. The wolves roam the woods. The old woodcutter that lives out there might know more about them."
  
  You catch a fragment of conversation. "...the wolves know..."
  
  > take tarot
  Taken.
  
  "They walk every night," a customer snaps, drinking heavily from a stone flagon. "Every bloody night. Our village is cursed."
  
  > ask the patrons about the church
  The patrons ignore your attempts at communication.
  
  You catch a fragment of conversation. "...the wolves know..."
  
  > Go outside
  You are standing outside a wooden inn at the west end of a small Rylvanian village. Flickering light streams from an open window, and a sign hangs above the doorway. The inn has seen better days - it's run-down and falling apart, and could use a good coat of paint. A path runs south, out of town, and more buildings are down the street to the east. To the west is more of the black forest. The inn is to the north.
  
  > Go east
  You are walking on a road through the center of the village. The street is quiet and empty; most of the local populace has already turned in for the night. Silence weighs heavily on the town, and the air is cold and leaden. To the north is a small square wooden building. The door to the building is closed. To the south is an open field. The road continues to the east and west, and a branch runs southwest as well - toward the black forest.
  
  > Go east
  You are near the eastern outskirts of the village. To the south is
  a stately old church, weathered and in a state of disrepair. The entrance to the church stands open. To the north a narrow track runs along the side of the small wooden building you passed to the west.
  The road continues west and also runs northeast, out of town and through the moors.
  
  > Go south
  You are in the main hall of the village church. To the north is the exit to the village road. Pews, facing south, line both sides of the center aisle. A brass basin sits atop a stone pillar near the north exit. An altar is at the far end of the room, near a low passage which leads south to another part of the church. Moonlight streams through the stained glass windows, bathing the wooden pews in a ghostly glow.
  
  The brass basin seems to contain some holy water.
  
  > look at the pews
  The pews are hard wooden benches. They face south, toward the altar.
  
  > look at the windows
  The stained glass windows are typical Rylvanian church design. Most portray Saint William of Irdopest, the patron saint of Rylvanians. A few show more typical Christian scenes - the Christ child, Jesus on the cross, and so forth. They're quite pretty, but hard to see in the pale light.
  
  > go to the south
  You are behind the altar in the church, in a small chamber that
  serves, judging from the hooks on the walls, as the church's vestry. Other than the hooks, the chamber is empty now. To the north is the main part of the church. An open doorway leads out of the church to the east, and beyond, you can see the town graveyard. A ladder leads up into darkness.
  
  A cloak is hanging on the wall hooks.
  
  > examine the cloak
  The cloak is brown, lined with rabbit fur, and looks quite warm.
  
  > take all
  cloak: Taken.
  
  > examine the water
  The water looks normal to you. You're not a religious expert, so if you take the water from the basin, it probably loses any special properties it might have.
  
  > look at the windows
  The stained glass windows are typical Rylvanian church design. Most portray Saint William of Irdopest, the patron saint of Rylvanians. A few show more typical Christian scenes - the Christ child, Jesus on the cross, and so forth. They're quite pretty, but hard to see in the pale light.
  
  > take the basin
  It's bolted to the pillar.
  
  > go south
  You are behind the altar in the church, in a small chamber that
  serves, judging from the hooks on the walls, as the church's vestry. Other than the hooks, the chamber is empty now. To the north is the main part of the church. An open doorway leads out of the church to the east, and beyond, you can see the town graveyard. A ladder leads up into darkness.
  
  > Go upward
  You are standing in the church belfry, a tiny tower above the
  vestry. Far above you, shrouded in cobwebs and gloom, you can just make out a large bell attached to the roof. Dangling from the bell is a thin iron chain. Pale light filters in through narrow windows in the stone walls, and a chilling breeze whips through the tower. The only exit is down the ladder, back to the vestry.
  
  You see a flyswatter here.
  
  > take all
  flyswatter: Taken.
  
  > pull chain
  You pull on the chain and ring the bell. A deep tone resounds through the tower, shaking the church to its very foundations. A few bats fly out of the bell, shrieking angrily. For a moment, they appear to be diving at you, but then they swerve and dart out one of the narrow windows.
  
  > Keep going
  You pull on the chain and ring the bell. A deep tone resounds through the tower, shaking the church to its very foundations.
  
  > Climb chain
  You grab the chain and try to hoist yourself up. Far overhead, the bell rings loudly, shaking the walls of the belfry as you try to climb the iron links. Unfortunately, the chain is too thin to climb; you can't seem to get a good grip on it.
  
  > go east
  You are at the southern end of the church graveyard. Some
  headstones are shrouded in low-lying fog, while others are partially hidden by the long grass. It's obvious that the graveyard, like the church itself, hasn't been taken care of for some time. A few old stunted trees mark the boundaries to the south and east. To the west is a side entrance to the old church, and further to the north, you can see more headstones and an old mausoleum.
  
  > read the stones
  You push aside the grasses and read the names on some of the gravestones:
  
  "Elijah Vilovitch 1745-1795"
  
  "Tomis Rasarivin 1760-1782"
  
  "Maryana Olgrisson 1747-1770"
  
  > go north
  You are at the north end of the graveyard. To the west is the old church; an entrance is further along the wall to the south. To the north is an ancient iron fence some twelve feet tall. To the east is an ancient mausoleum, with a few words etched in the stone above the entrance. Several gravestones are scattered amongst the weeds here.
  
  > read the words
  "Vladmir Von Rhistoven: In Morte Pax"
  
  > enter the mausoleum
  The entrance to the mausoleum is closed.
  
  > look at the weeds
  The weeds are stunted and dying. They cling to life around the scattered graves.
  
  > open the mausoleum
  You grunt and strain, but can't open the mausoleum gate. It seems to be locked.
  
  > examine the fence
  It's a twelve foot tall fence, made of wrought iron. It bars passage to the north, out onto the moors.
  
  > go to the south
  You are at the southern end of the church graveyard. Some
  headstones are shrouded in low-lying fog, while others are partially hidden by the long grass. It's obvious that the graveyard, like the church itself, hasn't been taken care of for some time. A few old stunted trees mark the boundaries to the south and east. To the west is a side entrance to the old church, and further to the north, you can see more headstones and an old mausoleum.
  
  > Go north
  You're standing next to a small wooden building to the west.
  There's a small window on this side, but otherwise the building's wall is featureless and uninteresting. To the north and northeast are impassable moors and swamps, and to the south is the main road. The alley is littered with trash and debris.
  
  > search the trash
  It's just typical alley litter - paper and the like. You find a leaflet lying amidst the debris, which you take.
  
  > read the leaflet
  "Good for One Free Reading at Madame Hulga's, just outside of town - head west from the signpost."
  
  > examine the window
  The window is set in the west wall of the building. It's closed.
  
  > open the window
  The window won't open. It seems to be latched from the other side.
  
  > look through the window
  The window's shutters are closed. You can't see a thing.
  
  > search debris
  It's just typical alley litter - paper and the like.
  
  > Go northeast
  You walk out of town, heading out into the moors. Your mind wanders
  to Carolyn, and the recent strange turn of events. Where could she have gone? Is she dead? Can you still save her? Where did Doctor Trolovitch go?
  
  The moors are dark and cold. A light rain is falling and the
  rumblings of far-distant thunder reach your ears. A flash of lightning, and suddenly, she is there. Carolyn - dressed in a white robe, standing before you on the fog-covered fen! Stunned, you run toward her, calling her name. She smiles, arms outstretched, reaching for you. And then you are there, hugging her, crying - and noticing how cold she is, how pale - how very dead. Her mouth opens in a jagged smile. Cold, bone-white pointed teeth reach for your neck. You cry out as her canines puncture your throat - and go limp as your lifeblood pumps into her mouth. The world turns black -
  
  You dream.
  
  The dreams are endless and horrifying. You are alive, then dead,
  then floating in a formless void, then somehow alive again - but not alive. You have changed - you can tell. You are no longer human. You struggle out of blackness and find yourself enclosed in wood -
  
  > Wood
  Nothing happens.
  
  A gnawing hunger is wracking your body. An icy chill grasps your stomach.
  
  > Scream
  AIIIEEEYYYEEE!
  
  Somewhere far above you, you hear faint scraping.
  
  > Continue
  AIIIEEEYYYEEE!
  
  > break the coffin
  The coffin is sturdy wood, and you can't seem to break it.
  
  The scraping above you is getting louder.