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  3. Re:Write Your Own Room...

Re:Write Your Own Room...

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    TuragaNuju
    wrote on last edited by
    #2

    You Emerge In A Long Green Corridor, An Old Dwarf Tunnel By The Looks Of It. Bats Fly Past Your Head - You Eventually Reach The End Of The Tunnel.

    You Emerge In A Black Room. You Can Just See The Floor, But Nothing Else. A Chair On The Left And A Piece Of Pie On The Right Are Spotlighted Infront Of You.

    A. Goto The Chair (4)

    B. Goto The Pie (5)

    C. Try To Find An Exit (6)

    http://www.brickshelf.com/gallery/turaganuju/Shadowlands/room3.png

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      Drassil
      Senior staff
      wrote on last edited by
      #3

      I can't help but feel that this idea is stealing thunder from 'Write your own Knightmare', the interactive story section of IKM (http://ikm.ezri.mine.nu/cgi-bin/story/story.pl).

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        TuragaNuju
        wrote on last edited by
        #4

        As You Reach The Pie, You Feel A Sharp Pain IN Your Leg. You Look Down And Are Startled By The Amount Of Blood Left By The Others Whom Ventured To The Pie.

        You Soon Join Them......

        OOOH! Nasty..... Looks Like Your Observational Skills Were Not Quite Up To Scratch There Team.

        Spellcasting... S.T.A.R.T O.V.E.R

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          M
          Malefact
          wrote on last edited by
          #5

          I can't help but feel that this idea is stealing thunder from 'Write your own Knightmare', the interactive story section of IKM (http://ikm.ezri.mine.nu/cgi-bin/story/story.pl).

          Yeah, well, what can you do? I'm just trying to increase the activity on the forum by starting a thread that I hope will capture people's interest.

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            Drassil
            Senior staff
            wrote on last edited by
            #6

            In which case, I'll contribute instead of criticising.

            You find yourself in a newer-style dwarf tunnel. Some loud incidental music begins to play, mimicking a heartbeat. If this is supposed to intimidate you, it isn't working. On guard but not on edge, you proceed along the narrow passageway, hoping to find a turning soon.

            Suddenly, a woman runs up to you, she looks somewhat flustered. Introducing herself as Sidriss, she explains that her cat, Gethsemane, has gone missing. "A missing cat? Sounds familiar," you quip.

            "Well yes, she is my familiar. I'm a trainee sorceress," retorts Sidriss, confusion written all over her face. "Gethsemane goes missing a lot, but then, she is a Cheshire cat, so it's no surprise. I don't suppose you've seen her on... no, you wouldn't have, no one can see her." Sidriss continues to fret.

            If you have a scratch on your arm, go to 7.

            If not, go to 8.

            You approach the chair. A sound very like purring reaches your ears. It seems to be coming from the chair, but the chair is vacant. You move a little closer. Suddenly, there is a hissing, and a sharp pain in your arm. You look to the source of the pain, and see a reddening scratch. Either you're hallucinating - even though there's quite enough illusion in the Dungeon as it is - or you've just had an encounter with an invisible animal. In any case, it's gone now. Wincing a little, you check the room for an exit, and find one.

            Go to 2.

            You find what looks to be a black cardboard rectangle, propped against the wall. Something tells you not to be so cynical. You walk into it, and through it.

            Go to 2.

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              TuragaNuju
              wrote on last edited by
              #7

              "Ohhh.. That Is A Nasty Scratch There..." Cooed Sidriss "You've met my cat! SPELLCASTING: R.E.V.E.A.L!"

              A Cat Appears On Your Back, And This Makes You Jump

              "Its Quite Alright, He Is Harmless... Here - For Your Effort Take This Pencil- Its Magic!"

              If You Hold Two Items, Choose The Ones Which You Will Take

              The Cat Dissapears Again

              "Oh My.. Got To Go! Bye!"

              You Leave The Dwarf Tunnel (Goto 9)

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                Drassil
                Senior staff
                wrote on last edited by
                #8

                Realising that you can tell her nothing about her cat, Sidriss wanders past you to search for her errant pet. You continue down the now-charmless tunnel, keen to discover what awaits you.

                Go to 9.

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                  TuragaNuju
                  wrote on last edited by
                  #9

                  You emerge in a room, where you are completely surrounded by water.

                  You can see no immediate means of exit, although there is a door across the way from you. Unfortunately the water is between you and the door

                  http://www.maj.com/gallery/turaganuju/Knightmare/lv1water.jpg

                  If You HAVE And Wish To Use An Item, You May Do So -

                  Pencil - Goto 10

                  If You Dont Have Any Items, Or Do Not Wish To Use An Item, You Have No Choice But To Wade Through The Water

                  Goto 11


                  You hold out the pencil, but nothing happens.

                  You try drawing with the pencil, but nothing happens.

                  It would seem that you were fobbed off with a normal lead pencil. Although this doesnt become your greatest concern as a previous explorer of the dungeon has come to seek revenge.

                  "Ooh... Nasty SPELLCASTING S.T.A.R.T O.V.E.R"

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                    TuragaNuju
                    wrote on last edited by
                    #10
                    1. As you step carefully into the water, it freezes under your feet - allowing you to pass over it without getting wet.

                    Pleased by this turnout, you enter the door on the other side

                    Goto 12

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                      Picklemyfav
                      wrote on last edited by
                      #11

                      12

                      You are in a grey room. The room has a door on its left hand side. You walk a few steps before nearly treading on a sleeping guard...... Ohhh that was close. Your advisors tell you that there is a table near to you on the right hand side. The guard is nearly blocking the path to the table but the advisors think they can guide you there.

                      if you wish to be guided to the right go to 13

                      if you wish to be guided to the left go to 15

                      if you step over the guard go to 14

                      13

                      the advisors guide you to the table..... well almost.... you take one step too many and trod on the poor guard waking the guard up. the guard howls in pain and yells what was that for?

                      if you wish to apologize go to 16 quickly

                      if you decide to use your magic pencil go to 17

                      15

                      the advisors took the long way round but as least you didn't wake the guard or trod on him. at last you can see the table. on the table is a scroll with a red ribbon on it. a red apple. a green apple. a horn and a dagger. you have to pick an apple to eat but which one.

                      red one go to 18

                      green one go to 19

                      read scroll go to 20

                      20

                      you read the scroll and find that the green apple had been laced with a deadly poison that kills the minute it is eaten. the red one is safe. go to 18

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                        Picklemyfav
                        wrote on last edited by
                        #12

                        18

                        After eating the red apple you look at the other objects on the table.

                        If you take the dagger you will have a weapon.

                        If you take the horn.... well who knows what will be useful here.

                        Maybe the green apple is safe to touch........ if the poison doesn't seep through the skin.

                        If you take the dagger go to 22

                        If you take the horn go to 21

                        If you take the green apple go to 19

                        14

                        The guard wakes up. He is very angry with you. So angry that he chops off your head before you get a chance to talk to him. You don't find out his name is Barry and he doesn't learn your name either. What you learn is that your head feels funny for the 3 seconds it takes to fall down. OOOH! Nasty..... Looks Like Your Observational Skills Were Not Quite Up To Scratch There Team.

                        Spellcasting... S.T.A.R.T O.V.E.R

                        19

                        As you touch the green apple you feel strange. You feel your legs go numb and a strange sickness comes over you. You know now that eating the apple is not the only way that the apple could kill you. You feel cold....... sssooo ccccooolllddd..... and numb to the touch. That is the last thing you feel.

                        OOOH! Nasty..... Looks Like Your Observational Skills Were Not Quite Up To Scratch There Team.

                        Spellcasting... S.T.A.R.T O.V.E.R

                        21

                        You pick up the horn and decide foolishly to blow it. This wakes up the guard with a jump. Go to 16 quickly.

                        16

                        i'm sorry about that sir. i didn't mean to wake you. you answer quickly as the guard glares at you.

                        A dogsbreath dungeoneer the guard growls at you. I'm going to have to ask you some riddles. Three of them in fact. My name is Barry and your name is

                        You tell the guard your name and he nods

                        Nice name but i can't let you go without you getting at least one right. Two right i give you a bit of help. All three right i will walk with you and help you for a while.

                        go to 24 for the first riddle

                        17

                        You give your magic pencil to the guard. The guard laughs. Its not a magic pencil. It is just a pencil. You've been tricked. The guard thinks you are a fool and Barry is not easy to fool. The guard decides to tell you to go to the door on the right hand side when there is only one door in the room. That door is on the left. Your advisors decide to tell you to leave the room.

                        go to 23.

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