Start of a transcript of Kerkerkruip Alpha 6: Only a Flesh Wound An Interactive Fiction by Victor Gijsbers Release 1 / Serial number 110705 / Inform 7 build 6G60 (I6/v6.32 lib 6/12N) SD Identification number: //AC0DAF65-F40F-4A41-A4E4-50414F836E14// Interpreter version 1.2.8 / VM 3.1.2 / Library serial number 080126 Standard Rules version 2/090402 by Graham Nelson Epistemology version 6 by Eric Eve Numbered Disambiguation Choices version 5 by Aaron Reed Real-Time Delays version 1/100607 by Erik Temple Default Messages version 3 by Ron Newcomb Inform ATTACK version 2 by Victor Gijsbers Kerkerkruip Dungeon Generation by Victor Gijsbers Kerkerkruip ATTACK Additions by Victor Gijsbers Kerkerkruip Systems by Victor Gijsbers Kerkerkruip Locations by Victor Gijsbers Kerkerkruip Items by Victor Gijsbers Kerkerkruip Monsters by Victor Gijsbers Kerkerkruip Actions and UI by Victor Gijsbers Kerkerkruip Start and Finish by Victor Gijsbers >restart Are you sure you want to restart? y When you claimed that you were tough enough to take on Malygris single-handedly, everyone knew you had been drinking much more than was good for you. And the prince is not one to let an opportunity pass. Before you could so much as protest, his court mage opened a portal and you were shoved through. Predictably, the portal immediately disappeared. You doubt they're going to open it up again -- but at least you can try to make good on your boast and kill Malygris, the Wizard of Kerkerkruip! Kerkerkruip Alpha 6: Only a Flesh Wound An Interactive Fiction by Victor Gijsbers Release 1 / Serial number 110705 / Inform 7 build 6G60 (I6/v6.32 lib 6/12N) SD Entrance Hall The vast entrance hall is empty, silent, foreboding. Skull-sized rubies project a red light far too bright for the eyes of a human. You can see the goggles of acuity here. Exits lead south, west, and up. Thin clouds of smoke fill the room. >transcript Transcripting is already on. >x clouds The smoke makes it harder to see. >x acuity These goggles have been magically enchanted to grant sharper eyesight to the wearer. (They grant a +2 bonus on perception checks.) >take acuity Taken. >wear them You put on the goggles of acuity. >i You are carrying: the goggles of acuity (being worn) a gilded rapier (readied) three packages of ment >u Hall of Vapours Several large pipes continuously spew forth vapours into this room. A small simian creature aggressively screams at you. Exits lead east, up, and down (to Entrance Hall). Thick clouds of smoke fill the room. Act>x simian It looks like a gorilla, except that is has an intensely red fur and is perhaps even more muscular. Thankfully, the ape is somewhat smaller than you are. The blood ape is a level one hostile creature. Act>x smoke The smoke makes it harder to see. Act>c You concentrate, and are now mildly concentrated. The blood ape concentrates, and is now mildly concentrated. Act>c You concentrate, and are now quite concentrated. The blood ape concentrates, and is now quite concentrated. Act>attack ape The blood ape tries to jump out of the way. Rolling 4 + 4 (concentration) - 2 (defender dodging) + 2 (tension) - 1 (smoke) = 7, you do not overcome the blood ape's defence rating of 8. The blood ape swings at your head. React>dodge You get ready for quick evasive maneuvers. Rolling 10 + 4 (concentration) - 1 (defender dodging) + 3 (tension) - 1 (smoke) = 15, the blood ape beats your defence rating of 7. The blood ape deals 5 + 2 (concentration) + 2 (tension) - 1 (small size) = 8 damage, wounding you to 4 health. The ape immediately licks the blood of its enemy from its knuckles. Nourished by this substance, it grows to medium size! The blood ape concentrates, and is now mildly concentrated. Act>c You concentrate, and are now mildly concentrated. The blood ape jumps at you with its fists ready to swing. React>parry You strike up a defensive pose. Rolling 4 + 2 (concentration) - 2 (defender parrying) + 2 (tension) - 1 (smoke) = 5, the blood ape does not overcome your defence rating of 7. Act>c You concentrate, and are now quite concentrated. The blood ape swings at your head. React>parry You strike up a defensive pose. Rolling 6 - 2 (defender parrying) + 3 (tension) - 1 (smoke) = 6, the blood ape does not overcome your defence rating of 7. Act>c You concentrate, and are now maximally concentrated. Act>attack ape The blood ape tries to jump out of the way. Rolling 9 + 8 (concentration) - 2 (defender dodging) + 4 (tension) - 1 (smoke) = 18, you beat the blood ape's defence rating of 8. You deal 3 + 4 (concentration) + 2 (tension) = 9 damage, wounding the blood ape to 2 health. The blood ape concentrates, and is now mildly concentrated. Act>c You concentrate, and are now mildly concentrated. The blood ape jumps at you with its fists ready to swing. React>parry You strike up a defensive pose. Rolling 10 + 2 (concentration) - 2 (defender parrying) + 3 (tension) - 1 (smoke) = 12, the blood ape beats your defence rating of 7. The blood ape deals 5 + 2 (tension) = 7 damage, killing you. The blood ape pounds you into a pulp with its fists, then feasts on your body. *** You were killed by the blood ape. *** In that game you scored 0 out of a possible 0, in 19 turns. Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? > restart When you claimed that you were tough enough to take on Malygris single-handedly, everyone knew you had been drinking much more than was good for you. And the prince is not one to let an opportunity pass. Before you could so much as protest, his court mage opened a portal and you were shoved through. Predictably, the portal immediately disappeared. You doubt they're going to open it up again -- but at least you can try to make good on your boast and kill Malygris, the Wizard of Kerkerkruip! Kerkerkruip Alpha 6: Only a Flesh Wound An Interactive Fiction by Victor Gijsbers Release 1 / Serial number 110705 / Inform 7 build 6G60 (I6/v6.32 lib 6/12N) SD Entrance Hall The vast entrance hall is empty, silent, foreboding. Skull-sized rubies project a red light far too bright for the eyes of a human. Exits lead north, south, east, and up. >u Vast Staircase A vast staircase spirals up and down. In a pinch, you would be able to jump down to the room below, although this might not be particularly healthy. A skull-sized ball of gooish, undulating flesh jumps up and down ponderously. It is a jumping bomb, gathering speed and preparing to launch itself at one of its enemies. You can also see the essence of patience and a fungicide contraption here. Exits lead north, up, and down (to Entrance Hall). Thin clouds of smoke fill the room. Act>retreat Deciding that discretion is the better part of valour, you bravely run away. Entrance Hall The vast entrance hall is empty, silent, foreboding. Skull-sized rubies project a red light far too bright for the eyes of a human. Exits lead north, south, east, and up (to Vast Staircase). >s Temple of Sul The only feature breaking the monotony of the circular room made of polished white marble is a huge statue. Hewn from flawless mountain crystal, it portrays the goddess Sul. You can see a cursed glass cannon and the essence of caution here. Exits lead north (to Entrance Hall), and east. >take essence Taken. >take cannon Taken. >x essence This small metal bottle contains the magical essence of caution, distilled from the brain of an unknown rogue, whose exploits would be legendary if only they were known. When inhaled, it confers this mindset to the user. (+1 perception, +2 defence bonus when retreating, sometimes lose initiative.) >x cannon At first sight this seems to be nothing but a foot-long tube of glass. However, it is a very powerful weapon, the shots of which can quickly destroy even the most powerful enemy. But be warned: not only does the glass cannon make you an easier target, it is also the case that when you ready the weapon, you permanently lose half of your health. >equip cannon You feel fragile. >n Entrance Hall The vast entrance hall is empty, silent, foreboding. Skull-sized rubies project a red light far too bright for the eyes of a human. Exits lead north, south (to Temple of Sul), east, and up (to Vast Staircase). The ravenous armadillo arrives from the north. Act>c You concentrate, and are now mildly concentrated. The ravenous armadillo concentrates, and is now mildly concentrated. Act>attack armadillo (the ravenous armadillo) The armadillo lumbers aside. Rolling 1 + 2 (concentration) - 2 (defender dodging) + 3 (cursed glass cannon bonus) + 1 (tension) - 2 (blinding light) = 3, you do not overcome the ravenous armadillo's defence rating of 5. The ravenous armadillo concentrates, and is now quite concentrated. The armadillo raises its tail threateningly towards you. React>dodge You get ready for quick evasive maneuvers. Rolling 6 - 2 (inherent penalty) + 4 (concentration) - 3 (defender dodging) + 2 (tension) + 3 (you are a glass cannon) = 10, the ravenous armadillo beats your defence rating of 7. The ravenous armadillo deals 4 + 2 (concentration) + 1 (tension) = 7 damage, killing you. The ravenous armadillo smashes your head in with its tail club. *** You were killed by the ravenous armadillo. *** In that game you scored 0 out of a possible 0, in 12 turns. Would you like to RESTART, RESTORE a saved game, QUIT or UNDO the last command? >