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A Knight's Quest
by
William Tuttle
Played 2,853 times
View game source
(spoilers!)
Download the
.z8 file
Source Code
"A Knight's Quest" by William Tuttle When play begins: say "As the noble Sir Friedrich of Durmingham, your conquests are many: Singlehandedly defeating the evil, conniving Trailiards in the Skirmish at Rottersmith; escaping the confines of the mystically-enforced Fortress of Doom in the Southern Pass; seducing and destroying Ailyana, Queen of the Gods, thereby putting an end to the Fourth Dark Age ... your name is placed at the greatest height of the Scroll of Legends, and your reputation as a sword-wielding neck-sawing savior of the masses is known throughout all the Western Isles, as well as in the unmapped Places Beyond.[paragraph break]But today, you find yourself traversing an unfamiliar land in search of Hornswarth, a giant flame-breathing beast known to the people of Durmingham as a Dragon.[paragraph break]At present, you are enjoying the kindly lodgings of a foreign people, kin to your lineage and acutely aware of the great danger that the despicable Hornswarth poses to all of mankind." When play begins: now the time of day is 5:00 PM. The carrying capacity of the player is 2. The maximum score is 12. The player carries an object called The Sword of Heremeny. The player is wearing the Sword of Heremeny. Instead of dropping The Sword of Heremeny: say "To drop The Sword of Heremeny is to lie on the ground and grovel. You are nothing without its powerful might.". The description of the The Sword of Heremeny is "A mighty, mystical sword, passed down through the eons and recovered by you in the Empty Catacombs at the foot of Mount Dread. Its presence at your hip brings an uncanny feeling of security in even the most ferocious of battles." The player carries the traveling pack. The traveling pack is a player's holdall. The player is wearing the traveling pack. The Living Room is a room. "The living room of these kind, fair strangers is small and homely. Likenesses of each of the children are balanced on high shelves and surfaces. Rays of evening sunlight burst through the curtained windows, casting the space in a peaceful orange glow. The dining room lies to the east, a bedroom lies to the south, and the front door is directly north.[if mystical vase is off-stage] Shards of opaque glass cover the floor." The Large Communications Device is here. The printed name of the Large Communications Device is "large communications device". The description of the Large Communications Device is "Large, flat and foreboding, its advanced capacity for receiving far-flung signals is as impressive as it is mysterious." Before taking the Large Communications Device when the Large Communications Device is not handled: increase the score by 1; say "You slice apart the vines holding the device to the wall and heft the great black obelisk into your many-muscled arms.". The sound reproduction apparatus is here. The description of the sound reproduction apparatus is "A useful tool historically used in battle to scare away predators or lure a dim-witted creature into the steel of your blade." Before taking the sound reproduction apparatus when the sound reproduction apparatus is not handled: increase the score by 1; say "You tear the heavy rectangular weapon from the wall with a mighty tug.". The mystical vase is here. The description of the mystical vase is "An opaque, slender-necked ornamental vase. You can sense that something of great importance lies within. Your suspicions may be further proven upon a thorough search of the object." Some bills of currency are an object. The description of some bills of currency is "Marked by the engravings of past kings, these could come in handy if the dragon cannot be slayed before sundown." Some bills of currency can be found or lost. Some bills of currency are lost. Before taking some bills of currency when some bills of currency are not handled: increase the score by 1. Instead of searching, attacking, or dropping the mystical vase when some bills of currency are lost: now the mystical vase is off-stage; now some bills of currency are found; say "You smash the vase to the floor, sending pieces of it in all directions. Lying amidst the wreckage is a large collection of local currency."; move some bills of currency to the Living Room. The large magical all-hours sundial is here. "On top of a high wooden table is an incredibly ornate sundial, surely concealing dark magics. You can hear it ticking away in a most ominous fashion." The description of the large magical all-hours sundial is "You read the round face of the sundial and find that it is [time of day]." Before taking the large magical all-hours sundial when the large magical all-hours sundial is not handled: increase the score by 1. East of the Living Room is the Kitchen. North of the Living Room is the Front Door. South of the Living Room is the Bedroom. The Front Door is a door. The printed name of the Front Door is "front door". It is north of the Living Room and south of the Front Yard. The Front Door is scenery. The Front Door is lockable. The Front Door is locked. The shiny key unlocks the front door. Before opening the front door when the front door is locked: say "Are you sure you've collected everything you need to defeat Hornswarth the Dragon?". The shiny key is an object. "You can see a shiny object on the bedside table." The description of the shiny key is "Perhaps it opens the front door!" Understand "shiny object" or "object" as the shiny key.The shiny key can be found or lost. The shiny key is lost. The Kitchen is a room. "Far from the grand banquet halls in which you've eaten the flesh of conquered beasts and drank gallons of warm mead brewed by faeries and served by nubile young servants, the dining room shared by this small group of settlers is nothing more than a quaint alcove tucked into a corner of their tiny home. Pots and pans hang from bent metal rods over an oven unfit for cooking even the smallest dragon. The late-day sun peeks through windows and lights itself upon the south wall, where recipe books are stacked on shelves alongside tiny spice jars and oddly-shaped loaves of bread.[paragraph break]To the west lies the living room." The gold time-keeper is an object. "You notice a shiny gold object sitting on a table. A time-keeper! You could use it to lure the dragon into a trap." The description of the gold time-keeper is "You peer into its tiny face and discover that it is [time of day]." The gold time-keeper can be found or lost. The gold time-keeper is lost. After taking the gold time-keeper when the gold time-keeper is not handled: increase the score by 1. The food keeper is here. "[if closed]A strange rectangular stone sits against the south wall. Its audible hum draws your attention, as do the handle-shaped rods on its north face.[otherwise]Inside the stone there is [list of things in food keeper].". Understand "stone" or "strange rectangular stone" as the food keeper. The food keeper is a closed opaque container. The food keeper is fixed in place and openable. Instead of opening the food keeper: say "You tug on front of the humming stone and shield your eyes as a mysterious light fills your senses. The stone is revealed to be a food keeper!"; now the food keeper is open. Instead of closing the food keeper: say "You gently swing the stone closed."; now the food keeper is closed. The gallon of cow's milk is in the food keeper. The printed name of the gallon of cow's milk is "a gallon of cow's milk". The gallon of cow's milk is an edible object. The description of the gallon of cow's milk is "A nearly-full gallon of fresh cow's milk.". Instead of drinking, eating or taking the cow's milk: say "You unsheath the Sword of Heremeny and impale the container, sending spurts of milk into your thirsty mouth. You drink and drink and drink until the bottle is empty and your need is quenched."; now the gallon of cow's milk is off-stage; increase the score by 1. The bottle of red wine is in the food keeper. The printed name of the bottle of red wine is "a bottle of red wine". The bottle of red wine is an edible object. The description of the bottle of red wine is "A full bottle of sweet wine. You can almost taste the grapes on your tongue." Instead of drinking, eating or taking the bottle of red wine: say "You smash the top of the bottle against the stone, watching as its dark contents breath in the evening air. Carefully, you place the jagged bottle's edge into your mouth and gulp continuously, without breaths, until the wine is gone. You wipe your mouth with the hair of your arm and laugh."; now the bottle of red wine is off-stage; increase the score by 1. The bottle of white wine is in the food keeper. The printed name of the bottle of white wine is "a bottle of white wine". The bottle of white wine is an edible object. The description of the bottle of white wine is "A full bottle of the sweetest white wine, tempting you with its ice-cold contents." Instead of drinking, eating or taking the bottle of white wine: say "You place the bottle's neck between your teeth and snap it off, careful not to spill any wine onto the ground. Then you sit cross-legged with the bottle in front of you, taking in the wine at a leisurely, but quick, pace. As you take the final pull, you remember your first love, Darahlia, wearing a newly-sewn summer dress and waving at you from the top of a grassy hill. Sweet wine was on your tongue so strongly then, as it is now. You shake your head to clear the cobwebs and stand up."; now the bottle of white wine is off-stage; increase the score by 1. The pigflesh sandwich is in the food keeper. The printed name of the pigflesh sandwich is "a pigflesh sandwich". The pigflesh sandwich is an edible object. The description of the pigflesh sandwich is "A two-foot overflowing collection of cooked pig, brown bread and garden pickings." Instead of eating or taking the pigflesh sandwich: say "You grab the two footlong sections in both hands and tear at them with your teeth, swallowing with a crazed fervor. You can feel your strength grow with every bite."; now the pigflesh sandwich is off-stage; now the gold time-keeper is found; move the gold time-keeper to the Kitchen; increase the score by 1. The whole cooked chicken is in the food keeper. The printed name of the whole cooked chicken is "a whole cooked chicken". The whole cooked chicken is an edible object. The description of the whole cooked chicken is "Barely picked at and fully cooked, the chicken glistens with fat." Instead of eating or taking the whole cooked chicken: say "You tear apart the beast's remains with your bare hands and shovel it into your gnawing mouth. You are only satiated when every bone is licked clean."; now the whole cooked chicken is off-stage; increase the score by 1. The Bedroom is a room. "The warm hospitality of the strangers' home extends into their shared bedroom. A beautiful tapestry of blankets sits upon the soft resting place, which is surrounded by knickknacks, curtains, and shelves of matching patterns and shades." The set of clothes is here. The set of clothes is wearable. Understand "clothing" as set of clothes. "You notice a striking set of clothing on the bed. The bright colors match those of your family crest. These would surely strike terror into the heart of Hornswarth." Instead of taking the set of clothes: say "You strip nude in the bedroom, discarding your weather-beaten armor and taking the new clothing in your hand. As you pull it on, you notice how strange the fabric is - it stretches along every contour of your body, taking in your immense girth in such a way as to remind you of childbirth - only in reverse. Bits of flesh peek out from underneath its brightly-colored swaths, proudly showing off your hirsute, hard-packed body. Surely this strange fabric contains mystical qualities! Surely it is the key to defeating Hornswarth!"; now the set of clothes are off-stage; increase the score by 1; now the shiny key is found; move the shiny key to the Bedroom. The Front Yard is a room. Conclusion is a scene. Conclusion begins when the Front Door is open. When Conclusion begins: move player to Front Yard; say "'Oh my god!'[paragraph break]'Don't look, Madeline! Close your eyes!'[paragraph break]In your slightly inebriated state, your eyes cross and uncross before settling on the family that opened its doors to you. The woman drops to the ground, weeping, as the man picks up his small child and covers her face with his hand.[paragraph break]'Why? Why are you wearing my workout c-c-clothes? Oh God, why?' the woman screams between sobs. 'Don't kill us, please. Don't ...' She falls completely to the ground, shaking.[paragraph break]The man shifts his child around and extends a hand toward you. 'Take anything you want. I have money. I have more money. Take the car.' He pulls silver from his pocket and throws it at your feet. 'We'll do anything. Please don't hurt my ...' He gulps and blinks, sending tears down his stubbled cheeks. 'Please.'[paragraph break]You reach down and take the silver. It makes a sound similar to that of a musical instrument. It is a perfect farewell gift.[paragraph break]'Thank you, friends,' you say, extending your hands. 'Hornswarth has terrorized you for too long. Soon the sounds of laughter, not weeping, will fill this quiet village.' You smile into the setting sun.[paragraph break]'For our king! For mankind!' you shout in triumph before bounding off northwards towards the home of the great and terrible Hornswarth."; end the story. Table 1 - Rankings Score Rank 0 "Brave & Noble Soul" 5 "Earth's Guardian" 8 "Great Hero" 10 "Great Dinner Guest" 12 "Legendary Warrior" 13 "Game-Cheater"