TDWTF Plays Sorcerer
-
@error_bot go down the stair
-
go down the stair
Cellar
You are in the basement of the Guild Hall. A steep, narrow stair leads upward
from the southwest corner.
At the far end of the cellar, draped in cobwebs, is a large trunk. At each
corner of its lid is a button: a black button with a picture of a star, a gray
button depicting the moon, a red button illustrated with a bloody knife, and a
purple button engraved with a royal crown. In the center of the lid is a white
button picturing a dove in flight.Cellar Score: 25 Moves: 50 >
-
-
i
You are carrying:
a depleted matchbook
a calendar (providing light)
an ochre vial
a scribbled note
a spell bookCellar Score: 25 Moves: 51 >
-
@error_bot read note
-
read note
"I have taken the apprentices into town to shop for the Guild picnic. I tried
rousing you, but you seemed deep asleep. By the way, have you seen Belboz
anywhere? It's not like him to leave without telling someone -- but then, he's
been acting pretty odd of late.-- Frobar"
Cellar Score: 25 Moves: 52 >
-
@error_bot read spell book
-
read spell book
My Spell Book
The meef spell (cause plants to wilt).
The gnusto spell (write a magic spell into a spell book).
The vezza spell (view the future).
The pulver spell (cause liquids to become dry).
The izyuk spell (fly like a bird).
The yomin spell (mind probe).
The rezrov spell (open even locked or enchanted objects).
The frotz spell (cause something to give off light).Cellar Score: 25 Moves: 53 >
-
@error_bot use rezrov on trunk
-
use rezrov on trunk
I don't know the word "use".Cellar Score: 25 Moves: 53 >
-
@error_bot cast rezrov on trunk
-
cast rezrov on trunk
The lid bulges outward for a moment.Cellar Score: 25 Moves: 54 >
-
@error_bot open trunk
-
open trunk
The lid won't budge.Cellar Score: 25 Moves: 55 >
-
@error_bot up
-
up
Lobby
This is the entrance lobby of the Guild Hall. Befitting the status and wealth
of the Guild, the lobby is finished with polished Antharian marble, inlaid
with intricate patterns of silver leaf. To the north is a wide arch, and
smaller openings flank the area on the eastern and western sides, as well as
the northeastern and northwestern corners. A narrow stair leads downward.
Through another arch to the south, you can see the entrance steps and the main
road into town.
Affixed to the southern arch is an ornate brass receptacle, intended for use
by messengers.Lobby Score: 25 Moves: 56 >
-
-
n
Hallway
Rooms lie to the east and west from this north-south corridor. A large marble
archway to the south leads into an open area.Hallway Score: 25 Moves: 57 >
-
-
@r10pez10 Awesome.
-
-
n
Hallway
Rooms lie to the east and west from this north-south corridor. A heavy wooden
door, currently open, leads north.Hallway Score: 25 Moves: 58 >
-
-
n
Chamber of the Circle
The meeting place of the Circle of Enchanters is a large, round room with a
high domed ceiling. A table occupies the center of the room. Engraved on the
wall is a list of tenets, the Guild's code of honor. The only door, at the
southernmost point of the perimeter, is open.Chamber of the Circle Score: 25 Moves: 59 >
-
@error_bot read list
-
read list
The first tenet states that Enchanters may never use their talents to aid
evil. The second points out that an Enchanter's duty is to the Guild and to
the Kingdom, not to the individual. Lesser tenets include rules for conducting
votes at meetings, guidelines for passing dishes at Guild banquets, and
penalties for revealing the Guild's secret handshake.Chamber of the Circle Score: 25 Moves: 60 >
-
@error_bot eat list
-
eat list
Did they teach you to eat that in survival school?Chamber of the Circle Score: 25 Moves: 61 >
-
@error_bot pull table
-
pull table
You can't move the table.Chamber of the Circle Score: 25 Moves: 62 >
-
@error_bot flip table
-
flip table
This has no effect.Chamber of the Circle Score: 25 Moves: 63 >
-
@error_bot win
-
win
I don't know the word "win".Chamber of the Circle Score: 25 Moves: 63 >
-
@groo said in TDWTF Plays Sorcerer:
@error_bot win
-
@error_bot n
e
-
n
You can't go that way.Chamber of the Circle Score: 25 Moves: 64 >e
You can't go that way.Chamber of the Circle Score: 25 Moves: 65 >
-
@error_bot s
nw
-
s
Hallway
Rooms lie to the east and west from this north-south corridor. A heavy wooden
door, currently open, leads north.Hallway Score: 25 Moves: 66 >nw
You can't go that way.Hallway Score: 25 Moves: 67 >
-
-
w
Belboz's Quarters
The personal chamber of Belboz, who presides over the Circle of Enchanters, is
appointed with a beautiful woven wall hanging, an exotic morgia plant, and a
wide darkwood desk crafted by the artisans of Gurth. The hallway lies to the
east.
Pacing back and forth on a perch in the corner is Belboz's prized pet parrot,
native to the jungles of Miznia.Belboz's Quarters Score: 25 Moves: 68 >
-
@error_bot take parrot
-
take parrot
The parrot hops to the other end of the perch.Belboz's Quarters Score: 25 Moves: 69 >
-
@error_bot talk to parrot
-
talk to parrot
Although the parrot is a marvelous imitator of human speech, it is incapable
of understanding or initiating any.Belboz's Quarters Score: 25 Moves: 69 >
-
@error_bot save
parrot
grab parrot
-
save
Insert save disk then enter file name.
(Default is C:yummy): parrot
Ok.Belboz's Quarters Score: 25 Moves: 69 >grab parrot
The parrot hops to the other end of the perch.Belboz's Quarters Score: 25 Moves: 70 >
-
@error_bot read spellbook
-
read spellbook
I don't know the word "spellbook".Belboz's Quarters Score: 25 Moves: 70 >
-
@error_bot read spells