text: > Look around
  This guest cabin barely gives one any real comfort, but on a no-frills boat such as this you're lucky to even have a room to yourself. There is no window as everything below deck is also below the bilge line.
  As the barge moves through the muddy swamp waters, a constant and hypnotic slushing sound gives the cabin a strange, claustrophobic feel.
  
  A wooden plank bed hangs from one of the walls; no pillow or blanket is provided, of course. A heavy wooden chair sits before a plank shelf hanging from another wall; this one being a simple desk surface. The only door is starboard (or east, as the boat is currently aimed north).
  
  > open the sack
  You open the leather haversack, revealing Elements of Ixteesh
  and Phandaal's letter.
  
  > read the letter
  Don't be a damn fool while you are away from the village.
  Remember, you are representing House Kober. Also, be sure to stay near Venkath Mock. He is there to protect you on this errand.
  As for that, when you reach Badushizd, seek Deviah at the Vulgar Unicorn tavern. She is the go-between and will take you where you need to be.
  Be swift in this task and return home safe, son.
  -Headman Phandaal Kober
  
  > look at what you're carrying with you
  You are carrying:
  a glowstone lantern (providing light)
  a leather haversack (being worn and open)
  Elements of Ixteesh
  Phandaal's letter
  a mysterious note
  some traveling clothes (being worn)
  a small black scabbard (being worn)
  an antecessor skean
  
  > examine the scabbard
  It is made of black leather and has silver fittings. It can be worn from the belt or waist.
  
  In the small black scabbard is an antecessor skean.
  
  > examine the skean
  So named because it's been handed down in the Kober family for generations, this is a double-edged dagger with an ornate hilt.
  
  > look at the clothes
  They are well-worn, comfortable, and they offer you a modicum of protection from the elements.
  
  > Go east
  (first opening guest door)
  
  This is the fore end of the centerline passageway that runs down the center of the barge, belowdecks. The craft is heading north and this end of the passage has doors all around but to the south, where the passage continues toward the stern. A short ramp slopes upwards to the northeast, taking one topside.
  
  A heavy, ironwood table is situated here with a chair of matching wood and age. Belowdecks, the air here has a hanging moisture.
  
  On the ironwood table is an old glowcube (providing light).
  
  Venkath Mock is leaning against the ironwood table, killing time until the bilgescow reaches Badushizd
  
  Rakton, the First Mate, is here.
  
  You can also see Warpeye (the cat) here.
  
  Warpeye the cat scratches under his chin with his hind paw.
  
  Rakton looks around absently.
  
  Warpeye (the cat) goes west.
  
  > show the note to mock
  Venkath Mock inspects the mysterious note. "Well, we're not far from Badushizd. Stay close until we get there," He tells you.
  
  Ostothas arrives from the south.
  
  > kill Rakton with skean
  (first taking the antecessor skean)
  That wouldn't be too effective, you feel.
  
  Ostothas exhales, letting his lips flap like a horse's.
  
  Ostothas goes east.
  Ostothas closes and locks mate's door.
  
  > go to the east
  (first opening mate's door)
  You figure it might be best not to try to enter the First Mate's cabin when he's here in the room with you.
  
  > show the note to Rakton
  You are about to ask Rakton what he thought of the note you found, but you realize that since it mentions him as potentially dangerous, it might not be a good idea.
  
  Apparently, Rakton is in a huff.
  
  > talk to Rakton
  You are already talking to Rakton.
  
  Venkath adjusts his scabbard and belt.
  
  > Topics
  You could ask Rakton about Rakton.
  
  > ask Rakton about Rakton
  "I've never seen you around in Euyesus." You speak to the First Mate. He looks your way for a moment but then basically ignores you.
  
  Rakton noisily cracks his knuckles.
  
  Venkath stretches his arms, eager to get off this boat.
  
  > ask Rakton about the boat
  There is no reply.
  
  Rakton looks around absently.
  
  > ask Rakton about yourself
  There is no reply.
  
  Rakton mumbles something about being excited to get to Badushizd.
  
  > go northeast
  You're standing on the deck of The Rhinoceros. From here, you can see the extent of this barge-like craft. This deck is low to the water level as most of the ship is underwater. There is no railing as it's easier to move large cargo onboard that way. The only structure on the deck is toward the very bow (north). It's the wheelhouse, where the captain pilots the craft. The door into it is closed. Around the other parts of the deck, south, west, and southwest, you can see various crates of cargo stacked. At the very back of the ship, you can see the wide stern wheel ceaselessly paddling the ship northwards, rhythmically chugging through the desolate, waterlogged swamp. A wide, short ramp leads down to belowdecks. It is stained from boot traffic and swamp water.
  
  The bilgescow passes close to the black willow trees on the sides of the waterway.
  
  > go north
  (first opening Wheelhouse door)
  
  This forward enclosure is the wheelhouse of the bilgescow. Glassless windows open the walls forward, port, and starboard and the door to the rest of the boat is stern (south). The eponymous wheel is one solid piece of red oak and is fixed in the center of the forward opening. A small closed hatch in the floor leads below deck.
  
  Tauzius, the captain of The Rhinoceros, stands by the wheel, casually tending to it. He stares out at the waterways and swamp trees, only giving you a glance.
  
  Outside of the wheelhouse, a strange, swampy smell drifts in.
  
  Tauzius scratches his beard thoughtfully.
  
  > Smell
  You smell nothing unexpected.
  
  Tauzius watches you warily.
  
  > examine the wheel
  The ship's wheel is one solid piece of red oak and is fixed in the center of the forward opening.
  
  > talk to the captain
  You are already talking to Tauzius.
  
  Outside of the wheelhouse, loud buzzing insects create a clamor.
  
  The captain glances around the scenery outside the wheelhouse enclosure.
  
  > Topics
  You could ask Tauzius about Tauzius or the mysterious note.
  
  Outside of the wheelhouse, you spy a large snake slithering on the surface of the brackish water.
  
  > ask about the note
  "Someone slid a note under my door some time before morning." You tell the Captain, "It warns me about your first mate."
  
  Captain Tauzius looks pensive for a moment. Finally, he says, "Rakton signed on a few days ago. I haven't been totally sold on him, really. He's a bit too. . .distant for my liking." Tauzius looks out the glassless windows. "I don't know who gave you that warning, shaver. You should avoid Rakton, I guess. And I will keep my eye on him."