Tangled Tales/Text transcript

The purpose of this transcript is to check for overlooked clues without having to go and look to every character in the area. Typos, punctuation errors and other errata have been corrected.

In the text below, "APPRENTICE" is a placeholder for the name of the player's character.

Your bedroom
Before you is a simple bed. On the left of the bed is a nightstand; on the right is a chest.
 * Look at iron chest (Str+Spd = 0-1): The chest is open.
 * Look at iron chest: The lid is closed. On the lid is an intricate engraving of a hawk in flight.
 * Open the iron chest (Str+Spd = 0-1): The chest is empty.
 * Open the iron chest: You find several items.
 * Look at dagger: The 30 cm long dagger has a sharp pointed blade.
 * Look at :
 * Look at big axe: The heavy battle axe has an iron head.
 * Look at robes: The loose sleeved gray robe is made of wool.
 * Look at :
 * Look at chain mail: The armor consists of many iron rings linked together.
 * Look at wooden shield: the oblong shield is made of hardened oak wood.
 * Look at nightstand: The short walnut nightstand has a single drawer. The drawer is closed.
 * Open the drawer: Inside the drawer is a hand mirror.
 * Look at hand mirror: While looking in the mirror, it occurs to you that you really ought to take better care of yourself.
 * Look at bed: It is a bit messy, but adventurers hardly ever have time to make their beds.
 * Lie on the bed: You find the bed incredibily comfortable. You are not the least bit sleepy. Wait until you are?
 * Yes? Your rest was satisfying and uneventful.

A plaque on the door reads: "Apprentice the Initiate".

Jacob
Jacob is waiting for you outside your door. In his friendly voice he says: "The aarchmage Eldritch requests your presence in his quarters upstairs immediately." Jacob then turns and gracefully walks down the stairs.


 * Look: The dignified stout butler patiently attends his newest charge.
 * Talk:
 * Greet: "Now, APPRENTICE, I am the one who greets people in this hall. What are you trying to do? Steal my job?"
 * Buy: "You are sadly mistaken. I am a butler, not a salesperson."
 * Goodbye: "Fare thee well!"

As you leave the tower, Jacob says: "I bid you good fortune and may Chance guide your destiny."
 * Chance? Obviously surprised by your question, Jacob says: "Why, everybody knows Chance is the patron deity of adventurers." Lowering his voice, he adds: "Chance usually visits adventurers through dreams. Beware: she is often quite fickle."

Looming before you is an immense four story tower.

As you enter the room, you are greeted by a familiar face. Jacob approaches you and says: "Hail, APPRENTICE. I trust that your journey has been successful?"

Eldritch
A gold plaque on the door reads: "Inner sanctum of the Archmage Eldritch".

Your master is seated behind a desk reading a book. At his side is a crystal ball resting on a dragonclaw stand.
 * Look: He is an elderly man with a long white beard and white hair.
 * Talk:
 * Greet: in his calm reassuring voice, Eldritch says: "I am in need of a new component for a new spell which I am researching. Your first task as an apprentice is to fetch me some adamantite dust. If you require assistance, seek out a man called Riley. He is indebted to me for past services rendered. Rest assured, APPRENTICE, that your apprenticeship with me will be both eventful and educational. Remember: should you ever need information about one of your spells, simply ask."
 * Buy: "I have nothing to sell you, but perhaps I can offer you some wisdom. Look closely at everything and talk to everyone you meet."
 * Goodbye: "Good luck, APPRENTICE."
 * Light? Heal? "The effects of that spell should be obvious."
 * Fear? "That spell causes all timid creatures in a vast area centered around the caster to flee in terror".
 * Silence? "The silence spell forms a globe of magic which absorbs all sound waves until dispelled."
 * Energy blast? "That spell produces a stream of magical energy which damages your opponents."
 * Shield? "The shield spell temporarily makes the skin of everyone in the party tougher."

Look at crystal ball:' You view thousands of visions. In a few seconds, you are completely overwhelmed.

The door is locked and you do not have a key that fits the lock.

Drek
A silver plaque on the door reads: "Drek the Magician".

Drek says: "If you must loiter, please do it somewhere else. Begone!"

Drek is mixing up a potion on his workbench. As you enter the room, he looks up and demands: "My time is valuable! What do you want?"
 * Look: From his expression, the proponent of potions is not someone to be trifled with.
 * Talk:
 * Greet: "Hello, APPRENTICE. Do you not have something to do?"
 * No? Drek says: "Then you need to converse with our master. Just go up the stairs outside of my door."
 * Yes? Drek says: "The do it elsewhere! I am set upon a task for the master."
 * Eldritch? "Quite frankly, no one can fathom his nature."
 * Daxam? "I recommend you exercise caution with that sour fellow."
 * Potions? "My knowledge is the result of years (that is right: YEARS) of hard work, and I will not share it with just anybody!"
 * Moe's magic shop? "Indeed, a delightful establishment. I can hardly wait for the next sale."
 * Buy: "Can I interest you in a powerful potion for [10 to 60] pieces of gold?"
 * No? "Well, if you ever desire a potion, contact me."
 * Yes? You have not enough currency to make a purchase."
 * Yes? Drek states: "Use this potion wisely, APPRENTICE".
 * Goodbye: "Bye."

Drop brochure: Drek picks up the brochure and quickly studies it. He exclaims: "This is what I have been waiting for!" Drek pronounces a word and disappears.
 *  Talk: A slightly annoyed Drek says: "Is it not that just like Moe to have a big sale and then take off fishing? Why, the nerve."
 * Look at unpetrify potion: The deep orange liquid smells faintly of cinnamon.
 * Drink unpetrify potion: The potion causes an abundant growth of chest hairs and a slight headache.

A scroll is lying on the top shelf of a bookcase;
 * Look: The heading of the scroll reads: "Heal spell, use in case of emergency".
 * Learn the heal spell: You carefully inscribe the spell "Heal" in your spell book.

There is a soft clap an Drek materilizes before you. Drek says: "APPRENTICE, what are you doing in my room? Begone!"

Daxam
A bronze plaque on the door reads: "Daxam the Conjurer".

The elf conjurer is levitating beside his bed with his legs folded.
 * Look: The balding elf appears to be in his mid hundreds.
 * Talk:
 * Greet: Startled by your shrill voice, Daxam loses his concentration and crashes to the floor. Thud! Embarassed and angered, he casts a spell which makes most of your hair fall out. After exacting his revenge, he resumes levitating. (Charisma drops to "offensive"! Go and rest in bed.)
 * Bye: "Goodbye! And do not come back!"

The archmage's tower
The room is filled with shelves overflowing with various paraphenalia: flasks, bowls, dishes, cups, etc. In the center of the room is a table with a bubbling flask. It seems an experiment in progress.
 * Look at experiment: All the containers except one contain something. The empty one is labeled: "adamantite dust".

Hanging on the wall is a beautiful painting.
 * Look: The painting shows an elderly wizard casting a spell at a frightening skull floating in midair.

Shelves of books line the entire room. In the center of the room is a table.

Lying on the table is an old leather-bound tome.
 * Look: Inscribed on the yellowing parchment is the "Light" spell.
 * Learn the light spell: You carefully inscribe the spell "Light" in your spell book.

Against the wall is an interesting bookcase.
 * Look: Among the many books, you find a book titled "Creatures in the Realms of Darkness" by the famous archmage Niltsiar. The first chapter deals with hideous creatures called doppelgänger which have the unique ability to appear as any creature.

Against the wall is an interesting bookcase.
 * Look: Most of the books are beyond your comprehension; however, in one book, "Geologia Principalia", you discover a fascinating theory on transmutation. According to the theory, it is possible to convert coal into diamonds by dropping it into a magic pool.

In the center of the room is a round table with three chairs. Posted on the south wall is a map of Fairhaven Valley.

A circular pool is half filled with a brilliant pink liquid.
 * Look: The shallow pool has a diameter of 5 feet [1.5 meters].
 * Swim: Since the pool is only knee deep, you look utterly ridicolous! You close your eyes, shiver, and have a vision of a wizard dropping diamonds into a pool closely resembling this one. You eventually recover enough to continue exploring.
 * Drink: The pink liquid tastes quite bitter and makes you feel slightly nauseous. You eventually recover enough to continue exploring.
 * Drop diamonds: Bubbles begin to form in the pool. Eventually the pool boils violently. The cavern heats up, becoming unbearably hot. Perspiration envelops you. Slowly the pool stops boiling, although the cavern is still quite warm. Visible item: coal.
 * Look coal: It is a lump of black stuff.

The room appears very clean. Nearby is a tidy court-jester-size bed.
 * Look bed: The corners of the court jester bed curve upward to form points which have tassels hanging from them. Under the bed, you find a buckler. Visible item: buckler.
 * Look buckler: The buckler resembles a small wooden shield.
 * Lie on court jester bed: You are not funny enough to lie on a court jester bed.

The village of Fairhaven
Before you is a stately courtyard fountain.
 * Look at fountain: A jet of water springs upward from a circular pool. Swimming around in the very clear water are a score of attractive goldfish. On the bottom of the pool, far beyond your reach, is a blue key.
 * Look at goldfish: They are swimming near the surface as though they are expecting something.
 * Eat the goldfish: No sakhi, no sushi!
 * Drink from the fountain: Surprisingly enough, it tastes like water.
 * Swim in the fountain: Swimming in the public fountain is frowned upon.
 * Drop nightcrawlers: The worms sink in the pool and the fish devour them with zest. When nothing except worm residue remains, one of the bigger fish retrieves the key from the deep end for you. Visible item: blue key.
 * Look blue key: It has worm residues all over it.

The house appears to have been vacant for some time. Remnants of furniture and torn tapestries are strewn about. The plce is dark, damp, and very misty. Suddenly, the mist begins to coalesce into several shimmering figures who leap toward you and attack! A ghost moans: "Mortal fools! Did you dare to disturb our rest? Prepare to join us!"

Scrawled on the wall is some strange writing.
 * Look: It appears to be a crude translation of the fear spell.
 * Learn the fear spell.

A colorful poster depicts three bears balanced on balls. It reads: "The Greatest Show". Written across the poster in red is: "Cancelled due to unforeseen circumstances".
 * A colorful poster depicts three bears balanced on balls. It reads: "The Greatest Show is back and now better than ever. See our new dancer, Goldilocks!"
 * A colorful poster depicts three bears balanced on balls. It reads: "The Greatest Show is back and now better than ever. See our new dancer, Goldilocks!"

An ancient, partially torn down house stands before you. Posted on the door is a sign that reads: "Danger! Haunted house!"

Moe's Magic Shop
Above the roof in multicolored smoke is: "Moe's Magic Shop". Hanging on the doorknob is a sign: "Gone fighing: back when I catch something".

A sign on the couter reads: "Free brochure: take one".
 * Look at brochure: It lists all the items in Moe's inventory. At the bottom of the list is a coupon which entitles the bearer to buy potions at half price.

Mayheco
A sign swings back and forth in the breeze. On the sign is a picture of a wine goblet and a caption which reads: "The Crystal Goblet: where the beer is!"

Upon entering the tavern, you are nearly overcome by the crowd noise and the stench of dwarven beer.

Standing in front of a wall of wine casks is Mayheco, the noted bartender.


 * Look: Mayheco is a bit overweight and appears friendlyenough. While you are studying him, he is cleaning a glass.
 * Talk:
 * Greet, buy: "Well met, my friends. May I interest you in a mug of fine dwarven beer? Only [10 to ] gold pieces."
 * Yes: "You cannot afford it. Why do you not get a job?"
 * Yes: "Ah, I see that you are a connaisseur also." Setting down his towel, he grabs a decanter of beer and fills two mugs. Handing one mug to you, he toasts: "To your health!" Between gulps Mayheco says: "I can tell by your odd appearance that oyu are a wizard like Drek. He stops by occasionally for a drink or two after shopping at Moe's Magic Shop".
 * No: "Then perchance you would be interested in some news? Only 10 gold pieces."
 * No: "If you are that cheap, then go bother old . He will spin you a tall tale or two. Ask him about Alvin." As he leaves to wait on a paying customer, he says: "And do not come back until you have got some money."
 * Yes: You cannot afford it.
 * Yes: "I hear tell that there is a foolhardy chap staying at the Sleeping Dragon who intends to slay that pain in the neck wizard Xavier all by himself. What a fool."
 * Drek? "All he talks about are those potions of his. Tells me he is saving up for a really powerful one. What a waste."
 * Goodbye: "Bye."

Billy Bob
Above the doorway, a large sign with a drawing of a bucket reads: "Buckets by the bundle".


 * Look: Standing before a wall of his wares, the distinguished bucket maker appears ready to make a sale.
 * Talk:
 * Greet: "Howdy, pardner! I reckons y'alls looking for a bucket. I makes best buckets this side the Raven Mountains. Why, folks comes from all overs to buy my buckets."
 * Buy: Billy Bob drawls: "Ya looks like a good sort. I reckons I kin sell ya a bucket for [10 to 80] gold pieces. Deal?"
 * No: "Ya sure ya wants to turn down a bucket likes this? Why, look at the qualitay."
 * Yes: "Ya ain't gots the gold."
 * Yes:
 *  Alvin? "Dang it anyways, no one believes me, but I swears dat the Adventurer dropped on by heres t'other day. At first, I couldn't believes it myself. I means: here's someone who's been 'cross the whole world and here he stopped ats my shop. Fors directions, even! Anyhows, I tells him dats those doggone goblins up north bein' givin' us trouble. I heared he's gonna deals wit'em. Though he's plenty tough, I reckons he coulds use some help."
 * Goodbye: "Ya all comes back now, ya hear."

If is in the party:
 * Greet: Billy Bob drawls: "Lordly, lordly, my goodness, I can't believe he's back!" Extending his hand to Alvin, he says: "My humble shop be most honored by your presence, sir! Here, Alvin, I'll gives ya one of my best buckets. Look at dat qualitay. Oooh, wait 'til I tells the folks here 'bouts dat Alvin the Adventurer hisself visits my shop regularly." Visible item: bucket.
 * Look bucket: The well crafted bucket is empty.
 * Alvin? "Why, if ya travels with him, I bets ya knows more 'bouts him thin I does."

Sedrick
Printed on a window next to the door is a large "$" with two vertical swords through it. Written below it is: "Swords for Hire".


 * Look: He is frantically scanning his rhyming dictionary.
 * Talk:
 * Greet: "Pay me a measly [10 to 50] gold pieces a day// And I will gladly slay anything in your way.// Okay?"
 * No: "Well, if you are ever in need of a fighter such as I,// Feel free to come on by."
 * Yes: "You have not the cash// For me to join the bash!"
 * Yes: Sedrick jokes: "Let us go a romping// And a monster stomping!"
 * Inquire about anything: "I do not mean to sound contrary,// But I am not a dictionary!"
 * Buy: "I have no items to sell,// But not being a craftsman// That is probably just as well."
 * Goodbye: "Bye!"

Look: Sedrick is a powerful moronic swordsman. He is wielding a sword, is carrying a buckler and wearing chain mail. [He is not wounded.]
 * Talk:
 * Greet: "I constantly find it a delight// To slay monsters left and right!"
 * Ask Sedrick to leave: "So long, it has been fun,// Goodbye for now, gotta run!"

Sedrick says: "Instead of roaming like cattle,// Let us go find a good battle!"

Sedrick says: "No cause to be afraid,// Just more creatures on which to test my blade!"

Mary
A wooden sign with a detailed painting of a large red dragon reads: "Inn of the Sleeping Dragons".

Standing behind a counter is a tall, well-nourished woman.
 * Look: She is a middle-aged woman wearing a simple sky-blue dress.
 * Talk:
 * Greet: Mary gaily says: "Hail, weary traveler. Desire a room to rest yer bones in? [10 to 70] gold".
 * No: "Then stop wasting my time and get out of my inn."
 * Yes: Mary says: "You are too poor to sleep here. Try the courtyard, it is free".
 * Yes: "Cash in advance, of course. One in your line of work often does not live to see the next sunrise."
 * Riley? "The laziest knight in the realm is in his customary coma in room four."
 * Goodbye: "Have a nice day!"

Sir Isaac
Sitting at this table is a rotund man drinking beer.
 * Look: The rather rotund fellow is quaffing beer at an utterly amazing rate.
 * Talk:
 * Greet: Between beers, he manages to burp out: "I sure could do with an apple or two."
 * Buy: "You are kidding! Do I look like a bloody salesman?"
 * Goodbye: "Good day, mate!"

Drop apples: The apple falls on Sir Isaac's head and sobers him up. With a quizzical look on his face, he picks up the apple and considers something. "Now, what caused that apple to fall?" Struggling, he adds: "I avent time ta be thinkin' 'bout that now. Hey, APPRENTICE, let's find me good mate Riley and go seekin' adventure."
 * Look: Sir Isaac is a genius mathematician. he is wielding a staff, is carrying a buckler and wearing robes. [He is not wounded.]
 * Talk:
 * Greet: Sir Isaac says: "Let's 'ave a spot o' tea, APPRENTICE".
 * Riley? "I dare say 'e's the greatest knight o' the realm!"
 * Gravity? "When it comes right down ta it, mate, I don't know wot's up."
 * Goodbye: "Good day, mate!"

Sir Isaac begins humming a catchy adventuring tune.

Sir Isaac says: "C'mon, APPRENTICE, let's kick some butt!"

Sir Isaac bids you farewell: "This adventurin' 'as been jolly good fun. 'Owever, I plan ta be spendin' time studyin' the fascinatin' force I hav' learned 'bout."
 * Look: The rather rotund fellow is utterly lost in thought.
 * Talk:
 * Greet: Sir Isaac says: "'ail APPRENTICE. 'ows the adventurin' goin'? Well, I've got thinkin' ta do. Cheerio!"

Riley
This whole hallway vibrates with loud snoring.


 * Look: Lying amid a pile of blankets is a beanpole of a man sleeping about as soundly as one can sleep.
 * Talk:
 * Greet: Half asleep and bleary eyed, he mumbles: "Do not bother changing the sheets. I plan to stay until my friend Isaac sobers up and that could be days. You can sweep the floor if you want. Tell Mary that I am not to be disturbed". He climbs onto bed and promptly begins snoring again.
 * Goodbye: "Bye."

Talk: Riley wakes up and cheerfully says: "Ah, Sir Isaac, my friend, I am glad to see you again. And who is this colorfully clad individual?" Sir Isaac replies: "This be APPRENTICE, apprentice to the archmage 'imself, who cured me o' me drinkin' 'abits an' even 'elped me discover gravity!" Riley bows and says: "A pleasure to make your acquaintaince, APPRENTICE. Give me a moment to gather my equipment, then let us go explore this great land of ours".
 * Look: Riley is an average looking knight. He is wielding a big axe, is carrying a wooden shield and wearing leather. [He is not wounded.]
 * Greet: "Boy, this adventuring is fun, is it not?"
 * Isaac? "Let me tell you, APPRENTICE, while he is not a great warrior, I think he is quite the knight."
 * Fizzle? "Fizzle was an archmage who lived in Fairhaven Valley. He disappeared some ten years ago."
 * Entrance? "I have heard that it is under that large boulder on the plains."
 * Goodbye: "Bye."

For some reason, this hallway seems strangely silent.

Phineas Taylor
Sitting at a table is an oddly dressed fellow who is obviously depressed. He looks at his mug with a blank face, as if remembering happier times
 * Look: He is wearing a tall top hat and is dressed quite colorfully. He is wearing a white shirt, black pants, black boots and a blue jacket. At his side are three leashes.
 * Talk:
 * Greet: He looks up and whimpers: "I am sorry of I am not very sociable, my friend, but I have recently lost my main attraction. The Kringle Dancing Bears helped make The Greatest Show what it is today, or should I say 'what it was yesterday'? A few days ago, the bears escaped and now, unless I can find them, The Greatest Show will be no more."
 * Kringle Bears? "Well, let us see... There are three of them: momma bear, papa bear and baby bear. They are really quite intelligent, you know."
 * Goodbye: "Bye."

A note reads: "Dear APPRENTICE, Thanks for distracting the bears long enough for me to recapture them. Use these tickets to see our show sometime. PT". Visible items: circus tickets.
 * Look circus tickets: Written over a bunch of colorful balloon is: "Admit one".

Cookie

 * Look: He is wearing a greasy apron covered with various unidentifiable food stains. Currently he is busy sprinkling spices into a giant boiling pot of stew.
 * Talk:
 * Greet: "You ought to try a bowl of my world famous stew."
 * Stew? "It is based on an old family recipe, although I have added my own touches: swamp moss, eye of newt, that sort of stuff."
 * Goodbye: "Bye."
 * Eat the stew: As Cookie hands you a bowl of his tasty stew, something falls out of his apron. Because the smell nearly overpowers you, you pinch your nose and, mustering all your courage, you eat the stew and promptly faint. Eventually you are able to stand. Visible item: box of matches.
 * Look at stew: The green liquid bubbling in the pot smells awful. I bet you are glad you do not have to eat the stuff.
 * Look at box of matches: Written on the top of the box is: "Complements of the Crystal Goblet".

An old wine barrel rests in this dusty corner.
 * Look at barrel: The old barrel is constructed of oak staves and rusting iron hoops. The barrel is sealed shut.
 * Open the barrel: Prying open the lid of the barrel reveals that the barrel is half filled witha murky liquid. Reaching into the liquid, you get your forearm bitten off! Ouch! Reaching into the liquid with your other hand, you hear the sizzle of acid dissolving your forearm. Double ouch! Luckily, you realize your imagination has been playing tricks on you. Reaching into the liquid, you pull out a pouch. You pour out the contents of the pouch and find 40 shiny gold coins.
 * Look at pouch: The cracked gray pouch has a black leather draw string.
 * Drink: Even though the wine is a bit spoiled, it does not taste half bad. (status changes to "drunk")

Brother Vincent

 * Look: By all appearances, he does not have a funny bone in his body.
 * Talk:
 * Greet: "Greetings yourself, apprentice. You must be Eldritch's new apprentice. I dare say you look a bit under qualified. No matter, I am sure you will do well."
 * Cure? "Cure which affliction?" (Poison, paralyzation, death?)
 * Goodbye: "Bye."

Fairhaven Valley
Ahead of you is the village Fairhaven. Stretching toward the sky in the center of the village is a magnificent tower.

Idunn
At your feet is a cute cottontail bunny rabbit trapped in a steel cage. Looking at the hapless creature invokes your pity.
 * Look: It is a cute white rabbit with long ears and a cute little tail.
 * Open the cage: The bunny springs out of that dreadful trap and stands erect on its hind legs. It shimmers as it gradually grows taller. The vision focuses into a dryad. She curtsies and, in a dignified tone, says: "Thank you for freeing me from that cage".
 * Look: Gosh, she is the prettiest dryad you have ever seen.
 * Talk:
 * Greet: "To show my gratitude for your kind gesture, I bestow upon you these magic seeds." She claps her hands and utters a magical phrase. Gradually she transforms into a dove and flies away. Visible items: apple seeds.
 * Goodbye: "Bye."
 * Look apple seeds: Technically, they are the pits.

In the middle of a clearing there is a neat little garden.
 * Look: A series of geometric paths separate beds of colorful flowers, rows of exotic plants and a stand of strange trees. One area of the garden seems to be reserved for future expansion.
 * Eat the exotic plants: You are human, not bovine.
 * Dig: Using your shovel, you unearth a handful of plump nightcrawlers. Visible objects: nightcrawlers.
 * Look nightcrawlers: For worms, they are exceptionally well-mannered.
 * Plant seeds: You drop the seeds and cover them with soil. Instantly, they spring to life, forming saplings. At this rate, you will have full grown apple trees in a matter of days.
 * Look: Your young apple trees are progressing quite nicely. Harvest time is approaching.

The rea around your tiny orchard is littered with ripe apples. Visible items: apples.
 * Look apples: The shiny Macintosh apples look delicious.

Bounty Bob

 * Look: The old miner is quite a sorry sight. He is wearing old tattered clothes and a battered hat. He appears to be in desperate need of a good shower.
 * Talk:
 * Greet: The old miner drawls: "G'day sahr. Kin ya helup a fella down on his luck?"
 * No: "Then leta me mopes in peace."
 * Yes: "Fella who sold me this here equipment says there'd was a old diamond mine somewheres here abouts. Dang fool I t'am, I believed him." "Well, I looked an' looked an' I t'aint had no luck t'all. Now I'm trying ta unload some of the equipment. Maybe I kin inarest ya in a pick or something."
 * Diamond mine? Bounty Bob whispers: "Well, I guess I kin tell ya. I heard it's near a slime pool".
 * Buy: "Wanta buy a good as new pick for [20 to ...] gold pieces?"
 * No: "Just remembers I gots the pick of picks."
 * Yes: "Ya all take good care of it now."
 * Goodbye: "Y'all takes care now."
 * Look pick: The pick has a three foot [1 m] handle and a well worn iron head.

Esmeralda
Rhytmic chanting emanates from a crudely constructed hut.
 * Look: The rundown shanty appears to defy gravity. A rather large piece of wood serves as a door.
 * Knock door: The chanting inside abruptly ceases. After a moment, a voice croaks: "Come on in", and you do.

Once inside the hut, your breath comes in short gasps. The air is filled with the smell of decay. Near the center of the room, an old woman stirs a cauldron.
 * Look: She is an elderly woman wearing rags for clothing. As you look at her, she seems to be studying you.
 * Jennifer approaches Esmeralda and says reverently: "Wise one, I know your time is precious, but we seek counsel only you can give. We have need to pass a mist door. Can you tell us how?" Esmeralda cackles: "Oh, so you want to know about mist doors. Well now, you have come to the right gypsy for that. This generation just does not seem to appreciate wisdom. Let us see now... Mist doors... Hmmm... Oh, yes. There are many species of magical doors. Mist doors are one of the most unusual. To pass through a mist door, you must utter the door's creator's name backwards. Simple enough." She then goes on to explain the similarities and differences between the green tomato and the cube root of three.
 * Talk:
 * Greet: Esmeralda cackles: "Greetings, youngsters. I suppose you want me to read your fortune. Let us see... Hmmm... In the near future, I see you solving a fantasy adventure game in record time. No more may I tell you."
 * Future? Esmeralda spends an hour explaining the similarities and differences between the green tomato and the cube root of four. Or was it three? You forget.
 * Doors? "Doors? I remember them well. I loved the music."
 * Buy: Esmeralda cackles: "Sell you the secrets of the universe for only [910 to 990] gold pieces?"
 * No: Esmeralda croaks: "Only a fool would not want to knwo the secrets of the universe."
 * Yes: "no money, no secrets! All fortunes final."
 * Yes:
 * Goodbye: "Bye."

Alvin
A dashing elf is cornered by several ferocious goblins. He is bleeding from a moltitude of wounds and appears in desperate need of your assistance. Will you join the battle?
 * No: And you call yourself a hero. Some help you are...
 * Yes: The elf joins your party and says: "Thanks... For a moment there... I thought I was about to join my ancestors. Let us dispose of these filthy goblins!"
 * "Thanks for your help. My name is... Alvin and, like yourself, I am an adventurer. In return for your timely rescue... allow me to pledge my sword... to your service."


 * Look: Alvin is a genius elf adventurer. He is wielding a dagger and wearing robes. [He is lightly wounded.]
 * Talk:
 * Greet: Alvin says: "APPRENTICE, we have... already been... properly introduced. Have we not?"
 * Goodbye: "Bye."

Alvin sighs: "Ah, the Great Oak Forest, truly... a sight to behold. Noble oak trees... as far as the eye can see".

Alvin says: "These plains, my friend, are rightfully named... the Fair Plains. They stretch... all the way... to the Raven Mountains".

Alvin says: "My friend, this oddly shaped lake... is called Horseshoe Lake... by the locals. There are fish aplenty... swimming in it."

Gesturing broadly, Alvin says: "This, friend APPRENTICE, is the Battin Forest. Elves like myself... prefer a quiet, dense forest... such as this one... to dwell in."

The goblin cave
Lying upon the hard soil is the skeleton of a dead man.
 * Look skeleton: Dead men tell no tales.

Visible item: shovel.
 * Look shovel: I am afraid it is a spade.

A small hole leads down into darkness.

A ghoul sneers: "Aah, how lovely. Food. I shall rend your flesh and feast upon your entrails as I did to the fool who freed me from my undergorund prison". Visible item: leather +1.
 * Look leather +1: Amazingly, the leather tunic appears brand new.

The slime cave
A slimy green pool exudes an almost intolerable stench.
 * Look: The pool of stagnant water seems to be the proper environment for green slime.
 * Drink: Surely you jest; you would be ill for days and Eldritch would have to find another apprentice.
 * Swim: You jump into the pool. The icky slime sticks to your clothing. Taking a deep breath, you dive under the surface. The underwater journey lasts several minutes. Just when you thin you can hold your breath no longer, you emerge in a slime-covered cave. Strange footprints imprint the slime-covered floor around a pool of icky slime. Alvin says: "I am impressed... with your ingenuity... Never would I... have thought to... swim through... this slime pool."

The far corner of this cavern is dimly lit with an odd pulsating light.

Sitting atop a crude altar is a glowing statuette. Riley comments: "That statuette bears an uncanny resemblance to the archmage Fizzle. It is said he could imbue inanimate objects with intelligence. Let us invoke it."
 * Break the statuette: Your weapon bounces off an invisible barrier.
 * Touch the statuette: A feeling of peace and serentiy washes over you.
 * Invoke the statuette: You hear a hollow voice echo in your head: "Greetings, noble adventurers. It has been a long time since I have met a human. I was made in the image of Fizzle, a great mage. He lived in the forest near here and spent most of his time enchanting items. As you may have guessed, he created me. Fizzle was slain in a battle of sorcery with another wizard, Xavier, who uses his skills for evil purposes. Will you attempt to slay Xavier and avenge Fizzle?"
 * No: "I understand your reluctance. Journey forth with my condolences."
 * Yes: "The only aid I can give is this: seek out Fizzle's secret study under his cabin where some of Fizzle's magic may yet remain."

Slime continually drips from the ceiling. When it lands on you, it burns through your armour and sears your skin.

Your light is reflected off the crystal-covered wall, causing a dazzling display.
 * Look crystals: The jagged crystals are translucent.
 * Break crystals: They resist all your meager attempts to break them.
 * Sneezy looks your way and complains: "I suppose you want these diamonds. Very well". He snatches the pick from your backpack and effortlessly pries the diamonds from the cavern wall. After distributing equal shares of diamonds to everyone, Sneezy replaces the pick in your backpack.
 * Look diamonds: The uncut diamonds are very pretty.

The repton chef is startled by your entrance. He hurls the dagger he was sharpening into the air and grabs his favorite club. He looks ready to do some serious character bashing.
 * Look up: You find a dagger imbedded in the ceiling of the cavern. Visible item: dagger +2.
 * Look dagger +2: Formed on the hilt is a shamrock.

The cabin
A old hollow tree stands before you.
 * Look: Inside the tree is a very active bee hive.
 * Touch bee hive: Bzzzz! Bzzzz! The bees viciously swarm around you, leaving you with many temporary souvenirs to remember them by.
 * Fill bucket: Honey slowly begins to collect in your bucket. At this rate, your bucket will be full in several hours.
 * Look bucket: The bucket is partially filled with honey.
 * Look bucket: The bucket is filled to the brim with a sweet substance which is useful in sticky situations.

A lovely log cabin rests on a small hill. A sign nailed to a nearby tree warns: "No trespassing!"
 * Look cabin: The quaint cabin is constructed of oak logs. It has a rather large door and two paneless windows.
 * Look windows: Peering inside, you observe three bears of various sizes interrogating a blonde young lady.
 * Knock door (without honey): After a moment, a big, heavy-set bear opens the door. Obviously not overjoyed by your presence, he growls and slams the door in your face.
 * Knock door (with honey): The bears, smelling the sweet smell of honey, dash out of the cabin and, after ripping the bucket from your backpack, begin to eat voraciously. While the bears are occupied, you rush though the door, which the bears, rather forgetfully, left open.

An oak table has a complement of three chairs. Arranged on the table are three bowls of porridge.
 * Look: The porridge is steaming hot. It seems the inhabitants left in a hurry...
 * Eat porridge: The porridge tastes unusually sweet. Nothing like 's cooking, but that is probably just as well... After a moment or two, you feel bursting with energy. (Strength rises to "herculean")
 * Break bowls: If you make a mess, you will have to clean it up yourself.

Grouped together are three beds of varying sizes. One is small, one is medium and one is large.
 * Look: All three beds are rumpled, as though someone had tried, unsuccessfully, to sleep in all of them.
 * Lie on beds: The first bed you try is way too small: half of you is on the floor. Getting up, you move to the bed and lie down. The bed is a bit larger, but still not quite right. Desperate, you try the third bed and find it very comfortable. Why you did not try that bed first, I have no idea.

Lying on the floor is a genuine imitation oriental rug.
 * Look rug: The finely woven rug depicts a ninja wrestling a huge pale green dragon.
 * Move rug: Moving the rug aside reveals a trapdoor with a combination lock.
 * Open trapdoor: After spending several minutes struggling with the lock, you finally realize that you cannot open tha trapdoor without the combination.
 * Goldilocks moves the rug aside, revealing a trapdoor with a combination lock. She kneels down and places her right ear against the lock. [...]

The smooth floor is covered with a layer of dust.

Visible item: wizard's hat.
 * Look: The pointed old white hat is a bit battered.
 * Wear hat: As soon as you don the hat, it flies off your head and lands a few feet away.

Amid a pile of debris is a small wooden coffer.
 * Look: Various butterflies are carved in relief on the small wooden coffer. The coffer is closed.
 * Open coffer: Floating inside the coffer is a scroll. Goldilocks looks in the coffer and says with disgust: "That is the treasure? Some stupid scroll? I should have known better than to trust that liar Paxton".
 * Look scroll: The scroll is written in faded cursive. The title reads: "Silence Spell".
 * Learn spell: You carefully inscribe the spell "Silence" in your spell book.

As you leave the cabin, you hear faint circus music. Gazing in the distance, you view a man leading three bears of varying sizes by their leashes.

Goldilocks

 * Look: The acquisitive young lady is admiring her impeccable nails.
 * Talk:
 * Greet: Goldilocks embraces you and gushes: "Oh! Thank you! Thank you for rescuing me from those awful bears! I mean, they were gruff! Now that you ran off those unfriendly bears, let us sack the underground lair where that eccentric wizard stashed his goodies. Since you rescued me, I guess I will split the treasure with you when we find it."
 * Buy:
 * No:
 * Yes:
 * Goodbye:


 * Look: Goldilocks is a swift thief. She is wielding a staff and wearing robes. [She is not wounded.]
 * Talk:
 * Greet: Goldilocks whines: "I am bored for sure. Let us go shopping!"
 * Goodies? "Yes, an acquaintance (what is his face? Mmm, Paxton) tells me there was treasure under Fizzle's cabin."
 * Goodbye: "Chouw!"

Goldilocks says: "You want me to fight these things? I will break my nails! Say, let us ask them where the nearest mall is?"

Goldilocks says: "Let us ask them where they bought those darling outfits!"

Goldilocks screams: "Hey, APPRENTICE, I have got multiple ouchies! How about tossing a heal spell my way?"

Goldilocks tells you: "It has been fun, APPRENTICE, but I have decided to seek out a mall. Bye now!"

The boulder dungeon
An immense boulder disrupts the simple harmony of the plains. Riley says: "I believe that the entrance to Xavier's fortress is beneath this boulder".
 * Look: The boulder is a huge, fairly cicular hunk of granite.
 * Move boulder: Everyone in your party heaves against the boulder, but it does not budge. How do you expect to survive in the dangerous dungeon below if you cannot even move the boulder to reveal the entrance?
 * Move boulder: "One, two, three, heave!" the boulder slowly moves, uncovering an ancient ladder. A weather-beaten ladder descends into darkness.

A group of guards are playing an entertaining game of canasta. Noticing your entrance, one of them discards while the rest charge. A big nasty guard shouts: "Let us show them what happens to fools who disturb our weekly card game!"

A poorly constructed table is surrounded by a matching set of chairs. Visible items: playing cards, 50 gold coins.
 * Look playing cards: There are 52 dog-eared cards. Some joker must have lost two of them.
 * Look 50 gold coins: The gold coins are worn with use.

Scattered around the room are various forms of armour and weapons. Most of them are unusable, however. Visible items: wooden shield, big axe, dagger, chain mail.

This room is rather unkempt. The floor is almost covered with debris.

Against the wall are several beds.
 * Lie on beds: The bed is not as comfy as your own, but "any bed in a dungeon", I always say.

A large wooden chest sits at a bed's post. Riley remarks: "You know, my friend, that chest does not look very level. Perhaps it is resting on something".
 * Move wooden chest: under the chest a stone block is loose in the floor.
 * Move stone block: You find a keychain with several keys hanging from it. Visible item: jail keys.
 * Look jail keys: Four keys dangle from a brass ring.

Jennifer says: "You know, APPRENTICE, if I am not mistaken, that looks like a secret door over there."
 * You find a secret door and carefully walk through it.

In the center of the room is along dining table with a few chairs.

Shelves containing dried meat, wheat an several other less appetizing types of food line the walls.

The air is very damp and the sweet smell of wine makes your mouth water.

Visible items: bottles of wine.
 * Look: Stamped in red is: "Vintage 1988".

A messy guard is picking his nails with a dagger. Glancing up, he spots you and whistles for reinforcements.

Jennifer shouts: "Quick, show it the mirror!"
 * Show hand mirror: Medusa shrieks in horror when it realizes what you have done. It attempts to cover its face, but it is too late. Jennifer breathes a sigh of relief and says: "We were quite fortunate that you were carrying a mirror, APPRENTICE".
 * A well-sculpted statue of a Medusa stands in the center of the cell.
 * Look statue: The pose is rather awkward: the figure is trying to cover its face, which has an expression of extreme horror on it.

A disembodied voice moans: "Say the magic word to pass". Riley says: "You know, APPRENTICE, when I was but a wee lad, I believe my mum mentioned something about a magic word".
 * Say word: PLEASE: There is a momentary pause and then suddenly...

A simple bed lies in the corner. At the foot of the bd is a large canvas bag.
 * Look bed: The bed has a wooden frame and a mattress which is covered with a purple blanket. At one end of the bed is a pillow.
 * Look canvas bag: Inside the canvas bag you manage to find an ancient tome.
 * Look tome: The tome is a treatise on defensive spells. In an appendix is the formula for the spell shield.

In the center of this room is a sturdy weight bench press. You hear the bench creak under the massive load of the weights on the support bars.
 * Press the weights: Lying down on the bench, you grasp the bar and press up. Suddenly, the massive weights come crashing down and threaten to crush you to death. The others rush to your aid and succeed in releasing you from that awkward, not to mention painful, position.

On the floor is a curious figure: a large painted circle with a vertical line through the center. Surrounding the circle is a large sideways U, whch extends from the far east wall to completely enclose the circle. Visible item: ball.
 * Look ball: The round rubber ball is 30 inches [60 cm] in diameter.

Bookcases filled with books surround the room. Jennifer says: "I have heard that, throughout this fortress, there are secret chambers concealed by ingenious means."
 * Look books: A blue-bound book titled "On Portals and Power" catches your eye. Opening the book, you read: "There are many types of portals in the realm of sorcery. One of the most decorative is the dragon head type. To activate one of these particular portals, the wizard must touch the dragon heads in the correct order."
 * Move bookcase: The bookcase silently moves, revealing a secret room.

An outsized manual with yellowed pages rests on an ornate stone pedestal. Sneezy traces his hands over the pedestal delicately, admiring it from different angles. The grouchy dwarf brags: "This pedestal was the work of a dwarven craftsman".
 * Look manual: The manual is titled "How to Cast Energy Blast" and contains various sketches depicting the hand motions and body positions necessary to cast the spell.

Several darts fly from the wall and bombard your party.

Having confidence in your lack of ability, Daconda shouts: "Guards! Kill them!" and then gestures and disappears!

This room is unfurnished except for a neatly made cot.
 * Look cot: A book and a pen quill are lying on the cot.
 * Look book: The first page of the book reads: "The private journal of Daconda, apprentice to the archmage Xavier". The first entry reads: "Tonight, my master has taught me a new spell, silence. Now I do not have tofear being summoned to his chambers". The next entry reads: "Tonight we captured a sickly dwarf. Master says we can experiment on him". The last entry reads: "I caught a feisty female lurking in the corridor. To deter other intruders, Xavier had Medusa gaze on her and then placed her in the entry chamber".

You feel as though your life force is being drained from you.

A shaft of pale blue light stretches from the top of the ceiling to the floor.
 * Look blue light: The strange magical light almost appears solid.
 * Touch blue light: You feel new magical power coursing through your body.
 * Touch blue light: Zap! You collapse under the magical strain of the blue light!

Several feet below the ceiling is a metal circle braced to the wall. Tied at various points to the circle is a white net.
 * Throw ball: You jump up and attempt to throw the ball. Unfortunately, in your eagerness, you miscalculated your jump completely and slam yourself into the wall.
 * Throw ball: With a mighty leap, you sail through the air and stuff the ball through the metal hoop with ridicolous ease. You definitely should start endorsing a line of shoes.

A silver brazier sits before you. Jennifer says: "Once, when I was spying on the fortress for the big heist, I was hiding behind that door over there and watched an apprentice light this brazier. He was engulfed by a roaring blaze. When the flames died down, though, he had disappeared. Strangest thing I ever saw".
 * Look brazier: The simple silver brazier rests atop a stone platform.
 * Light brazier: You do not have anything burning to light it with.
 * Light match, then light brazier: Setting the lit match to the coal brings the brazier to life. The flames leap up and engulf the party. Suddenly, the flames disappear!

Directly ahead, a thin shimmering mist crudely forms a door. Your light reflects off the shifting curtain and dances on the walls.
 * Say a word: REIVAX: The mist ceases swirling momentarily, allowing you to pass.

A giant skull hovers five feet [1,5 m] off the floor.
 * The skull opens its mouth and emits a terrifying laugh! Everyone flees in panic.
 * Cast silence: The skull opens its mouth, but no sound issues forth.

Xavier says: "Well, well, what have we here? A welcome diversion from these hair-rising experiments". While laughing, Xavier taunts: "Go ahead, apprentice, throw your best spell!" Riley says: "APPRENTICE, Xavier appears to be a formidable opponent; I recommend that we exercise caution". Sneezy snarls: "I am going to slice you in half, wizard! I have not forgotten who imprisoned me in that wretched cell!" Jennifer cries: "Slay him! He is the one who had me petrified!"

A golden coffer rests against the wall.
 * Look: The gold coffer is decorated with diamonds, rubies and sapphires.
 * Move coffer: You will need several years in our weight room before you caneven budge it.
 * Open coffer: You are unable to defeat the lock that guards the contents.

Floating two feet [half meter] above the floor is a huge exotic bed.
 * Look: The mattress is supported by a brass frame. The bedcovers, which are made of the finest silk, are neatly tucked in. Well, at least he is a tidy evil wizard.
 * Lie on bed: The bed recognizes you as an intruder and viciously smothers you. Understandably, you decide you are not that tired after all.

An oak desk is littered with piles of papers.
 * Look desk: The sides of the desk are decorated with scenes from a medieval carnival. There are knights jousting jugglers juggling and peasants celebrating.
 * Look papers: The papers are thoroughly unintelligible. You infer that they explain the new tax laws.

Five tables of varying heights are covered with bowls, dishes and flasks.
 * Look flasks: Grasping one of the flasks, you observe a strange bubbling liquid. Wisely, you immediately set it down.
 * Look dishes: The dishes contain dried rose petals, ginseng, mandrake, and other similarly strange items.
 * Look bowls: Most of the bowls are empty. However, in one of them you find a vial. Visible item: vial. Sneezy shouts in terror: "Keep that dust away from me!"
 * Look vial: The small glass vial contains a fine grey metallic dust.

An ominous, round portal looms before you. The frame of the portal is decorated with three dragon heads. One is white, one is blue and one is red.
 * Look: The portal is about ten feet [3 m] across. Immediately inside it is a wall of colorful swirling mist.
 * Touch the ... dragon head:
 * Touch the ... dragon head:
 * Touch the blue dragon head: The blue dragon's snout flares and it breathes a cloud of cool air. The portal mists dance about madly, shifting through hundreds of colors. Slowly, an image of Fairhaven's courtyard begins to form.

The mist quickly envelops you and suddenly you are elsewhere... Drop vial: Eldritch levitates the vial to his hand and carefully studies it. He says: "Good work, APPRENTICE. You are granted and ability increase". Select an attribute to enhance. Eldritch says: "Take a day or two off, APPRENTICE. When you are ready, return here and I will assign you a new task."

Jennifer
A statue of an attractive female stands on a pedestal against the wall. Riley says: "You know, APPRENTICE, that statue bears a remarkable resemblance to a girlfriend of mide. Jennifer is her name."
 * Look statue: The statue is amazingly realistic.
 * Look pedestal: Engraved on the pedestal is: "Witness this and learn the fate of those who oppose me!"
 * Pour unpetrify potion: As the magical potion washes over the statue, the stone is transformed to flesh. The statue twitches a muscle. Eventually, after she becomes aware of her surroundings, the female walks off the pedestal.

A rather plain pedestal stands beside the wall.


 * Look Jennifer: She is occupied polishing her staff. I would not want to be in Xavier's shoes right now.
 * Talk:
 * Greet: Jennifer hugs Riley and says: "Oh, I just knew you would come to my rescue, Riley". Riley blushes and hugs her back. Before I was captured, I was on my way to consult the gypsy about a strange door I overheard one of Xavier's apprentices refer to. You can come along if you wish to.


 * Look: Jennifer is a swift explorer. She is wielding a staff, is carrying a buckler and wearing leather. [She is not wounded.]
 * Talk:
 * Greet: Jennifer says: "I just love a good adventure, do you not?"
 * Esmeralda? "Esmeralda is a gypsy who is reputed to have extensive knowledge of magical devices."
 * Mist doors? "Come now, APPRENTICE, you know as much about that as I do."
 * Goodbye: "Bye."

Jennifer says: "You know, APPRENTICE, if I am not mistaken, that looks like a secret door over there".

Sneezy
Violent sneezing emanates from behind the door.
 * As you enter the room, a dour dwarf leaps out and grabs you by the throat, knocking you down! Looking a bit bewildered, the dwarf relaxes his grip. He says gruffly: "Sorry about that. I thought you were somebody else. All you wizard types look alike. say, you look friendly enough. I am called Sneezy. Why do you not help me slay Xavier?" Before you can reply he says: "Come on! What are WE waiting for?"
 * Look: Snezy is a powerful Dwarf. He is wielding a big axe, is carrying a buckler and wearing leather. [He is not wounded.]
 * Talk:
 * Greet: Sneezy mumbles "Bah, humbug" sharply.
 * Xavier? "By the dragon, if ever I meet that cursed wizard again, he will rue my capture."
 * Goodbye: "Bye."

Aaahchoo! A particularly grouchy Snnezy grunts: "I can see my tombstone now: stout dwarf warrior, survivor of a thousand battles, slain by hay fever!"

Sneezy says: "By the dragon, that was a good fight!"

You notice the absence of his sneezing and realize that Sneezy has left during the night.
 * Talk:
 * Greet: Sneezy says: "Hail APPRENTICE, do you need my military might? Only 20 gold pieces."
 * No: Sneezy gruffly says: "Insulted by a mere Initiate".
 * Yes: "Aahchoo! Aahchoo! Let us get going."
 * Leave: "I can take a hint. I will be out of here at sunrise."

Torbas
A short muscular man shakes your hand. "Thank the gods", he says, "I do not know how long I have been trapped in here. My name is Torbas. Man, am I glad you rescued me before that mad wizard decided my fate".
 * Look: His attire of rags and chains is the very latest in dungeon fashion.
 * Talk:
 * Greet: Torbas says: "If you will have me, I will help you to destroy Xavier. Will you require my aid?"
 * No: "If your mind changes, seek me out."
 * Yes: Torbas softly chuckles and says: "You had best lead the way, then."
 * Buy: "A joke? Quite funny. I am a warrior, of course."
 * Goodbye: "Bye."


 * Look: Torbas is a herculean fighter. He is wielding a big axe, is acrrying a buckler and wearing leather. [He is not wounded.]
 * Talk:
 * Greet: "I am a tad fatigued, APPRENTICE. Perchance we will be resting soon?"
 * Leave? Torbas grumbles: "Very well, APPRENTICE. Just remember: it is not nice to just abandon people".
 * Goodbye: "Bye."