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Quest for Adventure
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Include Exit Lister by Eric Eve. Understand the commands "ask" and "tell" and "say" and "answer" as something new. Understand "ask [text]" or "tell [text]" or "answer [text]" or "say [text]" as a mistake ("[talk to instead]"). Instead of asking someone to try doing something: say "[talk to instead][paragraph break]". To say talk to instead: say "(To communicate in [story title], TALK TO a character.)" Understand "talk to [someone]" as talking to. Understand "talk to [something]" as talking to. Talking to is an action applying to one visible thing. After talking to [inanimate object]: say "[one of]Have you gone mad?[or]Inanimate objects are really good listeners.[or]Don't hold your breath waiting for a reply.[or]'How are you doing?'[line break][line break]...nah, I'm messing with you, it said nothing.[cycling]" Use no scoring. Understand "look in" as "[look at]". Understand "look in" or "look at" as "[x]". A thing has a text called odour. A room has a text called odour. The block smelling rule is not listed in the check smelling rulebook. The last carry out smelling rule: say "[if the odour of the noun is not empty][the odour of the noun][paragraph break][otherwise][one of]You smell nothing unexpected.[or]Are you a dog? Even if you are, which is highly unlikely, your canine sense of smell detects nothing out of the ordinary.[or]Do you need a tissue? You keep sniffing. It is unknightly.[cycling][end if]". Instead of listening to a room: say "[one of]All you can hear is your own thoughts. That's a bummer.[or]You listen intently. Nothing important seems to be happening, but I guess you're used to that.[or]Your stomach gurgles. Exciting.[or]Silence. It reminds you of the last few years of your failed marriage. You rescued that damsel and that was how she repaid you? To be fair, you did let yourself go.[or]A little diddy goes through your head, you know, that one that goes [italic type]doo doo doooo dee do dooo.[roman type] Great, now it's stuck in [italic type]my[roman type] head.[cycling]" The Chamber is a room. "[if Chamber is unvisited]You are an experienced adventurer who has saved kingdoms and rescued damsels in distress. You have slayed dragons and conquered sorcerers and have received generous rewards from Kings and villagers alike for your heroic feats. Now you are looking for your next adventure since you have grown weary of living in the lap of luxury. And so your quest begins...the quest for honour, glory, and fair maidens...
You wake up from a restless night's sleep. Since you were also knighted for ridding the bog of a bog monster, you could say you woke from a knight's restless night's sleep. You are in your sleeping chamber. There is a door to the West that leads to the Hallway. You should probably get dressed before going out there.[end if][if Chamber is visited] You are in your sleeping chamber. To the West is the Hallway.[end if]" The bed is in the Chamber. The bed is an enterable container. It is fixed in place. The description of bed is "It is comfortable and warm. No place for an Adventurer like yourself!" The odour is "The sweet smell of fresh linen and days wasted." After entering the bed: say "I guess we could just forget this whole adventure thing that happens to be
your calling in life
. Or you could get up, you lazy, son of a bar wench." The mirror is a object in the Chamber. The mirror is scenery. The description of the mirror is "You can't help but wonder if the chain-mail makes your butt look big." The chamber pot is an object in the Chamber. The chamber pot is a container. The description of the chamber pot is "Why would you want to look at that? Gross." The odour of the chamber pot is "Urrgh. Why would you do that? You know what goes in there!" After taking the chamber pot: say "Why? I guess you could gross out your enemies with this." The wardrobe is a closed, openable object in the Chamber. It is fixed in place. It is a container. The description of the wardrobe is "A large mahogany wardrobe." The odour is "This smells like grandma: mothballs and disappointment." Armour is a wearable object in the wardrobe. The description of the Armour is "Ooooh...shiny." The odour is "Smells like metal. Who would have thought?" After taking armour: say "
This weighs a tonne! You've been sitting around too long in your underpants eating sweets. You should put the armour on so you can at least look the part." After wearing armour: say "It fits you like a glove. It looks like your boots could be buffed out a bit though. You should examine the mirror to see how you look." The Hallway is a room. The Hallway is west of the Chamber. "The long Hallway leads to the front door in the West. The walls are covered in hunting trophies and lavish gifts from far away. There is a door that leads to the Weapons Room to the North, as well as a bunch of other doors that lead you to unadventurous parts of the house that are definitely not worthwhile going to." The wall is a object in the Hallway. It is scenery. "Mounted animal heads stare down at you with their beady, beady eyes. I think the boar just winked at you." The hunting trophies are an object in the Hallway. It is scenery. The description of the hunting trophies is "Every type of animal head imaginable is up on this wall." The lavish gifts is a object in the Hallway. It is scenery. The description of the lavish gifts is "Oooh...shiny. Lots of gold this and bejewelled that up here." Utility Closet is a room. It is south of the Hallway. "Well, this is a closet, that's for sure." A bucket is an object in the Utility Closet. It is a container. soapy water is an object in a bucket. The description of bucket is "It looks like the maids just finished cleaning and left this here." The description of soapy water is "The water is murky and topped with bubbles." The odour is "Lemony Fresh!" After taking a bucket: say "What? Are you going to clean your chamber pot with this?" After dropping soapy water: say "Look, you've gone and made a mess." A broom is an object in Utility Closet. The description of broom is "This is a broom. You sweep the floor with it. It is used to clean. Cleaning is making things not dirty. I don't think you understand." After taking broom: say "Well, there's a first for everything." a dusty shelf is in the Utility Closet. It is fixed in place. The description of a dusty shelf is "Looks like the one place in the house that doesn't get cleaned." The odour is "Achoo!" The Weapons Room is a room. It is north of the Hallway. "A dark room filled with racks upon racks of swords and shields, bows and daggers, and even a few war axes. They glitter eerily in the weak light from the few candles scattered across the room. Examine what you see to check if it will suit your journey." The odour is "Mmm...beeswax and dried blood." The candles is an object in the Weapons Room. It is fixed in place. It is scenery. The description of the candles is "Who lit these? This is definitely a fire hazard." A war axe is an object in the Weapons Room.. It is fixed in place. The description of the war axe is "Ah the good old days when you could swing an axe the same size as you. I think it would be better to try another weapon since you aren't as strong as you used to be." A dagger is an object in the Weapons Room. It is fixed in place. The description of the dagger is "Useful during your days of thieving, but you aren't quite stealthy enough now that you've gained more than a couple of pounds eating cake with the King." A bow is an object in the Weapons Room. It is fixed in place. The description of the bow is "One of your first weapons. You used to shoot bottles of mead off the barrack walls. It seems as though you've long since ran out of arrows, and your eyes aren't what they once were." A sword is an object in the Weapons Room. The description of the sword is "The candle light dances across the blade. This is your most trusted weapon, sure to help you in battle." After taking sword: say "As you grasp the hilt you are reminded of past battles won, and a single tear comes to your eyes. All this time lounging with royalty seems to have made you soft. You sheath your weapon after taking a few practice swings around the room, then wipe your tear before anyone sees." A shield is a wearable object in the Weapons Room. The description of the shield is "There are dents all over this thing! This shield has saved your life on a number of occasions." After taking shield: say "Heavy, but a life-saver. I wonder how it feels on your arm after all this time." After wearing shield: say "You slip your arm through the straps and grasp tightly. You start to feel more confident in your choice to go adventuring." Still the Hallway is a room. It is west of the Hallway. "I told you it was long. The door outside is just ahead to the West. Places of no interest are North and South. Your Chamber is far East." Boring Room is a room. It is north of Still the Hallway. "This room is so boring. When you get back from your adventure you should put a life-size statue of yourself in here. Hopefully you'll have slimmed down a bit by then, so that it won't take up the whole room." Uninteresting Room is a room. It is south of Still the Hallway. "Doesn't look like there's anything in here. Don't bother looking around. Certainly no chests in here. You should probably just go back North." The chest is a closed, openable object in the Uninteresting Room. It is fixed in place. It is a container. It is scenery. A note is an object in the chest. The description of the chest is "Ok fine. But it's just an old musty chest, sitting in an old musty room. Definitely not of any importance. It's probably rusted shut!" The odour is "It smells old and musty." After opening chest: say "Wow. You don't give up, do you? No need to look at anything in here. Just dust and cobwebs." The description of the note is "The note says '
' in scrawled writing. Just a bunch of nonsense!" Understand "xyzzy" or "say xyzzy" or "cast xyzzy" as casting xyzzy. Casting xyzzy is an action applying to nothing. Check casting xyzzy: say "You sound pretty silly right now. Good thing no one is here to witness this." The Front Gates is a room. It is west of the Still the Hallway. "Ah, fresh air! Something you've clearly not had enough of recently. You are so close to adventure you can smell it. Now you just have to decide where to go." The odour is "Smells like adventure!" A signpost is an object in the Front Gates. It is fixed in place. The description of the signpost is "
" Cavernous Mountains is a room. Cavernous Mountains is north of Front Gates. "The mountains loom over you. A darkened crack in the northern rock face seems to lead into the mountains." darkened crack is an object in cavernous mountains. it is scenery. The description of darkened crack is "A crack just barely big enough for you to fit through. A normal person would fit comfortably." Cave is a room. It is north of Cavernous Mountains. "It is dark and damp in the cave. There is a crack of light coming from the south entrance. It seems to fall upon a strange stone lying on the ground." The odour is "It smells like stale water and dust." strange stone is an object in the cave. The description of the strange stone is "It seems to be covered in small etchings and sparkles slightly. There are five slender grooves along the sides, placed so as to fit comfortably in your hand. It seems to be an ancient artifact." After taking strange stone: say "The walls start to shake as soon as your fingers find the grooves.[line break][line break]
'WHO DARES TO TAKE MY SACRED STONE? ANY MORTAL THAT TOUCHES THE STONE OF ZORKAD MUST COMPLETE A SERIES OF CHALLENGES, LEST YE PERISH!'
[line break][line break]Congratulations! You have found Adventure!"; end the game in victory. Dark Forest is a room. Dark Forest is west of Front Gates. "Large trees surround you, moving quietly in the wind. You can see a faint light coming from the East where you entered. There seems to be a lightly trodden path leading North. The forest becomes denser to the South, with no path in sight; seemingly unexplored land." The odour is "The air coming from the East is fresh. The forest smells like trees and dirt. What else?" Trees is an object in the Dark Forest. It is scenery. The description of the trees is "Tall trees surround you. They seem to get denser to the South." Unexplored Forest is a room. It is south of the Dark Forest. "This part of the forest is wild and thick with trees and bushes. A large oak tree is in front of you. The air seems heavier here; filled with an old magic you don't quite understand." The odour is "The air is humid and still. It smells like a mix of trees and dirt, as well as something you can't quite put your finger on." bushes is an object in Unexplored Forest. It is scenery. The description of bushes is "These bushes seem to be covered in thorns. Maybe to keep something out?" A large oak tree is an object in the Unexplored Forest. a large oak tree is a container. It is fixed in place. The description of a large oak tree is "It seems to be centuries old due to it's size. If that was the case with you, I would guess you were centuries old as well. [line break]The tree has an assortment of strange holes throughout it." strange holes is an object in the large oak tree. strange holes is a container. It is scenery. The description of strange holes is "There seems to be a faint glow coming from inside one of the holes. It darts quickly out of your vision. I think it was a fairy!" Forest Fairy is a object in strange holes. It is scenery. It is fixed in place. The description of the Forest Fairy is "The fairy peeks her head out of one of the holes. She is quite flustered." After examining the Forest Fairy: say "'Oh my! You scared me! I have not seen a human in these parts of the woods before. But then again, I am not usually this close to the edge of the forest. [line break]You see, there is a great evil growing in the darkest depths of this forest. The fairies of the forest can no longer keep it contained with our magic. We need someone or something to find this evil creature and destroy if for good! Would you help us?' [line break][line break]Congratulations! You have found Adventure!"; end the game in victory. Trodden Path is a room. It is north of the Dark Forest. "At the north end of the path you see daylight and can faintly smell smoke. Berry bushes line the path." The odour is "The smoke seems to be coming from the north. Maybe there is a bonfire! Or a stake burning! Oh how I love a good stake burning." berry bushes are an object in trodden path. it is a container. it is scenery. unknown berries is an object in berry bushes. it is edible. The description of berry bushes is "These bushes are covered in strange little berries. They don't look very appetizing." The description of unknown berries is "The berries are black. That can't be good." The odour is "They smell sour." After eating unknown berries: say "You know what a good idea is? Putting strange fruits in your mouth. Oh wait, it isn't? That is something everyone should know? You look rather green. Maybe those strange berries were poisonous. Yup, they definitely were."; end the game in death. smoke is an object in the trodden path. it is scenery. The description of smoke is "The smoke seems to be coming from the north. Maybe there is a bonfire! Or a stake burning! Oh how I love a good stake burning." The odour is "The smoke seems to be coming from the north. Maybe there is a bonfire! Or a stake burning! Oh how I love a good stake burning." The Village is a room. It is north of the Trodden Path. "The village seems to have been attacked! The thatch roofed cottages have been burnt down and it seems like the villagers are in distress!" The odour is "The smell of smoke is strong. You start to cough." A man called a concerned villager is in the Village. The description of the a concerned villager is "The man paces in front of his freshly burnt home. He looks around eagerly for someone to talk to." crying villagers is an object in the Village. It is fixed in place. The description of crying villagers is "A group of villagers huddled together, weeping loudly. Maybe you should talk to someone to figure out what happened, instead of just standing there with your mouth open." The odour is "Why are you smelling these poor people? Haven't they been through enough?" burnt thatch roofed cottages is an object in the Village. It is fixed in place. The description of the thatch roofed cottages is "Still smoking. It seems as though the attack was recent." The odour is "Smells like burnt dreams." Instead of talking to crying villagers: say "They seem to be too upset to talk to you. Maybe it's because they just lost everything they own. Maybe they stubbed their toes. Who knows?" Instead of talking to a concerned villager: say "'[line break]Thank God you're here! My village has been attacked by a dragon and we are in desperate need of help! We need you to find the dragon and slay him so that our deceased loved ones can be avenged!' [line break][line break]Congratulations! You have found Adventure!"; end the game in victory. Bog is a room. Bog is south of Front Gates. "[if Bog is unvisited]
This bog stinks! I don't know how you managed to get rid of that bog monster without being sick.[end if] The bog is vast and bubbling. Since you've already conquered the bog monster, there doesn't seem to be any reason to stay here. There is a sign warning people not to enter the bog due to sinkholes and likeliness of death." The odour is "That's right. Take a deep breath. Really take in the smell of decay and dirty water. You don't need to smell anything else ever again, right?" A sign is an object in the Bog. It is scenery. The description of the sign is "'
Do not enter bog! Bog entry may lead to death! Sinkholes will almost certainly swallow you whole!
' Well, that seems pretty clear. You probably shouldn't try entering any sinkholes. To be safe, don't even look at it!" Sinkhole is an enterable object in the Bog. It is fixed in place. animal bones is an object in the Sinkhole. animal bones is fixed in place. indiscernible carcasses is an object in the sinkhole. indiscernible carcasses is fixed in place. The description of animal bones is "I guess they couldn't read the sign." The description of indiscernible carcasses is "A body of some sort...wait...is that a rusted gauntlet?" Instead of entering the sinkhole: say "You really aren't very smart, are you? The sinkhole sucks you into it's depths, filling your lungs with bog water! Your adventuring days are over..."; end the game in death. Instead of examining the sinkhole: say "You step closer to get a better look. Sadly, since you aren't quite as observant as your younger self, you misstep and slip on a mossy stone, falling into the sinkhole. It sucks you into it's depths, filling your lungs with bog water! Your adventuring days are over..."; end the game in death.