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<<cacheaudio "main_theme" "track01.mp3">><<cacheaudio "win" "track02.mp3">><<cacheaudio "lose" "track03.mp3">><<audio "main_theme" play loop>>
You wake up in a field with nothing, not even clothes. You have no clue why you're there, how you got there, or even where there is! What the hell is going on?
What do you do now? You could look for a town, or you could just go knock on the door of the little farm house that's not too far away. Which is the better option?
<<set $shopCount to 0>>
[[Look for a town->Town]]
[[Approach the nearby farmhouse->Farm 1]]<<if $naked is not false>>Oh yeah, you're still naked. Congratulations, you're going to jail, punk.
[[Get thrown in jail->Jail (Game over)]]
<<else>>
[[Apothecary]]
[[Book Store]]
[[Jail]]
[[Tavern]]
<<if $visitPerfumary is not true>>[[Perfumary]]<<else>>[[Perfumary->Perfumary Shoo]]<<endif>>
[[Post Office]]
<<endif>>
<<audio "main_theme" stop>><<audio "lose" play>>You're thrown in a small jail cell that doesn't seem to have been used any time recently. Guess there's really no crime in this town. There's a small cot taking up one side of the cell, and as soon as you're locked in and sitting down, the sherrif sits down, puts his feet up on a table, and falls asleep.
Well, at least you won't have to worry about anything for a while. You settle in for the night and fall asleep.As you approach the small wooden house next to the red barn you can see smoke coming out of the chimney. Someone is clearly home. As the rosey fingers of twilight begin the carress the top of the barn you think about how to best approach the person (or people, who knows) inside the farm house.
[[Knock softly on the door->Farmer 1]]A middle aged gentleman answers the door, and as he's begining a greeting he trails off and his eyes get wide. He looks you up and down, then quickly averts his eyes as though embarrassed by your nakedness, and his having seen it.
"Would you like some clothes?"
[[Yes, please->Clothes]]
[[No, thank you->No clothes]] <<set $naked to false>>
You graciously accept the roughly sewn pants and shirt the farmer hands you and move around the side of the house to put them on.
When you're dressed, you walk through the front door that the farmer has kindly left open for you. As you enter, he approaches you with a steaming mug and hands it to you.
"Where are you from, stranger, and how did you get here without even your clothes?"
When you tell him you have no memory of arriving in the field he frowns, but doesn't immediately say anything.
[[Ask him what he knows->Great Evil]]
[[Thank him for the clothes and wander outside->Premature exit]]
[[Ask for something to eat->Gracious giver]]<<if $nerd is not true>><<set $nerd to true>>*NERD!*
Drawn in by a colorful sign with a stack of fancy books painted on it, you approach what you believe to be the bookstore. As you pass through the doorway you're transported into an absolute book heaven. The scent of old paper and ink is strong and the occasional sound of a page being turned emanates from the other side of the room behind one or more bookshelves, it's hard to tell. The room is surprisingly much bigger on the inside than it looked from outside and it feels as thoughthere's row after row of beautifully bound tomes with gold and silver embossed spines.
At the very back of the store you find a tall, whispy woman with a delightfully fanciful hat sitting at a table populated by what looks like a hundred ink wells and displays with beautifully colored quills on them. She looks up as you aproach and gives you a half smile, her eyes distant as though she's still living whatever tale she's reading. "Hello dear, is there anything I can help you find?" There's no expectation in her voice, so you murmur a soft "no, thank you," and wander off to browse some more as she turns back to her tale.
What a delightful store. The peaceful atmosphere is almost enough to help you relax for the first time since you woke up in the field, but alas, all things must end and so too must your time in this shop. There are tasks to complete and more people to meet.
[[Return to town->Town]]
<<set $shopCount += 1>>
<<else>>Nobody can resist a peaceful bookstore, even you. The smells, the feeling of joy, the weight of the thoughts and histories contained in the texts you can reach out and touch... It's intoxicating. But don't stay too long, you have a purpose for being in town that, unfortunately, does not exist in this bookstore.
[[Back to Town->Town]]<<endif>><<set $shopCount += 1>>
The door is open to a building with bars on the one window high in the wall so you decide to poke your head in and see if it's the jail. Inside you can see two metal barred cells against the far wall, each with a small cot. The light from the window sheds strange shadows around the room and gives the jail a rather creepy, ominous feel for all that nothing in the room seems terribly alarming. In a chair between you and the cells a rather burly man is asleep with his feet up on a low table, facing the cells. His deep snores save the jail from being gloomy as the humor of the scene sets in. You back out of the jail and return to the town square.
[[Back to town->Town]] <<if $shopCount > 2>>You open the door and walk into the Apothecary's shop, relieved to find the him presnt and the store open. A tiny old man with giant glasses that almost swallow up his whole face stands behind a counter. As you enter, he looks up from a large tome that appears to be bound in well worn leather. As he meets your eyes, he pulls off the glasses and looks down to place a marker in the book.
"Hello there," he says in a creaky voice. "What can I help you with today?"
As you walk towards the counter you greet him and tell him that you've been sent by the farmer to bring back medicine for his sick wife. The apothecary's demeanor of aloof curiosity quickly changes to that of warmth and hospitality.
"Why yes, Johan is a good friend of mine. Decades ago, when I first arrived in town, he was the first to reach out and see how I was doing. His generosity of spirit has only grown with the years. You say he needs a potion for his wife's cough? Let me go look in the back. I can mix something up if there isn't already something on hand." With that, he turns and walks through a doorway into a room behind the shop
[[Explore the shop->Explore Apothecary]]
[[Stay put until he returns->Apothecary returns]]
<<else>>
Looks like no one is here! There's a sign that says "Be back in 20 minutes"<<endif>>
[[Return to town->Town]] <<set $shopCount += 1>>
As you peek your head into the tavern you see a crowded room filled with boistrous villagers enjoying their afternoon. To the left there are dice and card games going on across several of the long wooden tables, and every few moments a cheer rises from one group or another. To the right are gatherings of individuals eating and telling stories. A man leans against the far wall behind a long countertop, presumably the bar, and converses with two people sitting on stools in front of him. One is holding a hefty looking mug and gesticulating as he tries to get his point across about... Something. They're too far away and talking too quietly for you to hear them over the noise coming from the rest of the room.
[[Approach the bar->Bar]]
[[Check out the games in progress->Games]]
[[Back to Town->Town]]<<set $shopCount += 1>>
You walk into a cloud of scent; it's a little bit fruity, and a little bit spicy. It should be overwhelming, yet it's somehow pleasant. As you look around you see row after row of bottles ranging from intricately ornate to plain and clearly asymetrical. Off to one side there is a long counter, behind which a tiny, imacculately dressed woman is muttering over an assortment of brightly colored bottles.
"Hello" you say to the woman. Her head snaps up, and with her attention solely on you, suddenly she seems much more... Imposing than she did before. "Why HELLO!" she replies, turning a smile as bright and forceful as the midday sun on you.
<<set $visitPerfumary to true>>
[[Make small talk about the weather->Small talk Perfumary]]
[[Tell her your story->Bad reaction]]
[[Escape back to town->Town]]<<set $shopCount += 1>>
With nobody in line and nobody behind the counter, the place appears to be deserted. The silence is rather unnerving and you don't really have any reason to be there (I mean, who exactly would you send something to?) so you decide to leave.
[[Back to Town->Town]]He takes a deep breath and seems to choose his words carefully before answering you. The energy of the room has changed and the hair on the back of your neck stands on end as though a static charge has begun to run through the room.
"About 6 years ago now, the Great Evil was slain. No one will say exactly what it was even if they know, so we cannot name our former oppressor. All we know is that this land went from a land of fear and tyrany to a land filled with joy overnight. The skies cleared of all clouds the day of our liberation. We celebrated for 5 years straight before we finally realized that it wasn't a passing freedom that needed to be celebrated furtively before it was stolen from us again. Before long, we tired of the festive attitude we'd held for so long and things went back to normal. Almost too normal.
"Nothing of interest has happened in the years since the Great Evil was defeated. No new families have arrived. No crime has occurred. Not an uneasy night nor interesting day. It's as though when we were freed of our burden we were simultaniously cursed to a future of ennui."
As he spins his story you listen to his words without interuption, caught up in the gravity of his tale. But as his words draw to a close, you can't help but wonder where that leaves you. How will people react to a newcomer? Why are you here?
<<if $full is not true>>[[Ask for something to eat while you think->Gracious giver]]<<endif>>
[[Ask for his advice->Farmer Quest]]You wander outside as the sun fades from the sky and the stars begin to twinkle all around you. The land is quiet and you're unsure where to go and what to do next. You have nothing but the clothes the farmer gave you... Never mind. This is a bad idea. You have nowhere to go and nothing with which to pay for shelter with. It's definitely a better idea to stay with the farmer tonight.
[[Turn around and go back inside->Back inside]]Uncomfortable with the silence, you ask for something to eat. The farmer immediately goes to a cupboard against the far wall and then moves into the next room, presumably the kitchen. In no time at all he comes back with a chunk of bread in one hand and a bowl of soup in the other. "It's not much, but at least it will fill your stomach" he says. You sit down before the fire and tuck into the (surprisingly delicious) food as you realize that you were hungrier than you thought.
"So," you ask between bites, "what should I know that I don't already know about this place, maybe some of its history? Is it dangerous, do I need to be careful who I speak to or what I say? I really have no idea why I'm here, where here even *is*, or what comes next, so anything you can tell me will be greatly appreciated." <<set $full to true>>
[[About what he knows->Great Evil]] You slip back inside and see the farmer feeding the fire in the fireplace.
"May I stay with you tonight please?" you ask, and at his nod of assent you begin to relax. "If you don't mind, could you tell me a little about this area and the people in these parts?"
As he stands up beside the fire, you get the feeling that he's about to tell you a very interesting story.
[[Listen to the story->Great Evil]]"Lovely weather today, isn't it?" you try, flustered by her undivided attention. Her eyes are like prison spotlights and her posture has evolved somewhat into that of a predator stalking prey. You can tell she's a true salesperson, and that she's very good at what she does. The farmer said there was enough money for a drink, not to get talked into buying one of those colorful little scent bombs.
"Why yes, it's been perfectly *lovely* out today! I'm *quite* enjoying the sun and fresh air through the window! I simply can't *abide* overcast and rainy days. Why, they're no good for business *at all*!" With a whoosh of her long and volumous dress she begins to crowd you in such a way that you're forced to move further into the shop or risk being swallowed by her ever expanding presence.
"Um, yes, I totlly understand that. Um, I just remembered that I left my hat at the tavern. Have a lovely day!" And with that you bolt out the door before she can talk you you out of giving up anything, be it gold or your soul.
[[Return to town->Town]]Thinking she might be able to help you discover more about your situation and your purpose for being there, you tell her about how you found yourself alone and naked in the farmer's field. Before you even make it to the part about your reason for being in town, her whole demeanor changes; she goes from a thousand watt smile to a tempestuous frown so quickly it makes you begin to doubt that she was ever smiling at all.
"If you're not here to purchase anything, I must ask you to leave *now, please*. Immediately. I have much to do, and little time to do it in, and you will not add to my bottom line at all." With that she whooshes past you to the door and opens it, waving imperiously at it as though to magically push you through. Maybe she doesn't like strangers? Who knows.
[[Return to the Townsquare->Town]]You approach the perfumary once again, but this time the door is shut. You step away from the door to peek into the window, but someone inside closes the curtain right in your face. Someone clearly does not want to be disturbed. Oh well, it was worth a try.
[[Back to Town->Town]]"What do you think I should do?" Your question seems to surprise him, though you can't imagine why after a story like that. I mean really, what else can you say at this point other than 'sorry you're bored, dude. That sucks.'
He thinks about it for a moment, then he moves to take your empty bowl saying, "there's not really anything *to do* per say. The situation is what it is. Though, I'd be mighty appreciative if you could do me a favor. My wife is in the room behind the kitchen, she's been sick these past two days and I haven't felt right leaving her to go to town for supplies. In the morning, would you mind going to town for me to find a potion for her cough? The Apothecary is a friend of mine and he'll know exactly what she needs. While you're there you can explore a bit and see if you can find any clues as to why you're here and how you can get home." His demeanor is laid back, as though this has been the most normal conversation in the world, but his eyes are sharply observant of every move you make.
You don't completely trust him, but you have no one else to turn to. Might as well get that medicine for him, he's already been incredibly hospitable.
[[Accept the quest->Wake up and go]]You figure you might as well do as the farmer asks. After all, what else are you going to do? It's not like you have any other more pressing concerns.
"Absolutely!" you reply. Looking satisfied, the farmer leads you over to a small pile of quilts and pillows and bids you a restful night. You curl up by the fire and fall asleep with images of basilisks and manticores dancing through your mind, stand-ins for the unidentified Great Evil that was slain long before you arrived.
Not long after sunrise the next morning, the farmer emerges from the kitchen and hands you a small cloth bag that emits the clinking of coins when you take it from him. The farmer opens the front door and points to the path you walked the night before to reach the farmhouse. "Just take this path and keep going to find the town. Should be just a couple hours' walk. There should be enough extra in that pouch for you to have a a drink and a meal at the tavern, but don't forget to pick up the potion from the Apothecary. My wife means the world to me, and I hate to see her bedridden as she is now."
With a bow of your head and a murmured a agreement, you head out the door and begin the trek into town. You notice that the birds are singing and the day is quite pleasant, and think to yourself that the walk shouldn't be too bad as you start down the path.
[[Head to town->Town]]There are intriguing instruments and devices all over the shop, hanging from walls and sitting on tables scattered throughout. Several bottles containing liquids of undeterminate origin sit on a shelf that runs along the wall next to the doorway through which the Apothecary disappeared, and you wonder what they might contain and how they might be used.
You wander through the shop, not touching anything but trying to take in everything all at once. After all, you have no clue how long the Apothecary will be in the back room. So you explore, and try not to bump into anything breakable in the cluttered shop.
On one table there is a large bowl sitting next to an open book. As you approach, the hairs on the back of your neck stand on end and you can tell that you're looking at something that holds great power. Maybe you should be careful and not get too close to it...
[[The Apothecary returns->Apothecary returns]]"Here we go!" the apothecary says as he walks back through the door. He's holding a nondescript little brown bottle and a piece of parchment. "Give this to Johan and tell him not to worry, his wife will be better in no time at all. This potion will heal her lungs quite thoroughly within the next three days. All he has to do is give her a one spoon of this when she wakes up in the morning and one before she goes to sleep for the night and she should be on her feet again right quick. And in case you forget the dosing, I've written it down for you. Run along now, and get this to the farm before night falls. Dusk will be falling in a couple hours and you don't want to be walking back in the dark."
The apothecary waves and smiles kindly as you thank him and head for the door.
[[Go back to the farm->Quest End]]
[[Look around the town some more->Responsible choices]]The walk back to the farm isn't bad and you have a lot to think about. As you walk you throw the bag of coins you ended up not spending back and forth between your hands. The sound is rather pleasant and the tactile feel of the bag. The tie around the top isn't as strong as you though, though, and when you trip over an uneven patch of ground the bag flies from your hands and hits the road, showering it's contents all about. You rush over to place the ten coins back in the bag, and are surprised to find a worn metal skeleton key that is sitting on the ground amongst the bag contents.
Was that key in the bag from the begining or did someone drop it long ago and you just happened to find it now? What could it be to? These are questions you'll have to ask the farmer when you see him.
When you arrive at the farm close to dusk, the farmer greets you warmly and sits you down with a mug of tea and some stew in front of the fire before walking to the back to give his wife the medicine before she fell asleep. When he returns, he is quite grateful and offers you whatever coins you didn't use.
"What is this key, do you think?" you ask him after he's sat down near you to eat his own supper. His countenance freezes as he turns to look at the key. He clearly knows what it is.
After a long moment of silence, the farmer tells you he hasn't seen that key in many years, but that he believes it goes to a secret trapdoor under one of the cots in the jail. Hee seems hesitant to say more, so you thank him for the information and pocket the key. You settle in for the night and decide to investigate in the morning.
[[Go to jail to see if you can return home->Jail win]]You exit the apothecary's shop into the late afternoon sun. You should probably head back soon, but perhaps there's time for a little more exploring before you absolutely have to leave.
As you head across the town square, all of a sudden all of the lights in all of the buildings seem to dim, and multiple doors sprout CLOSED signs from disembodied hands as people closed up shop and retreated into their buildings.
Well, guess that's not going to happen. Maybe this is a town that takes a midafternoon siesta? Who knows. Oh well, back to the farm.
[[Go back to the farm->Quest End]] The next morning you wake up with the morning light and tidy your sleeping area before quietly slipping out of the house. Goodbyes are never easy, so why not head out before anyone wakes up.
On the walk back to the town you have plenty of time to think. You wonder what the farmer actually knew about the key that he didn't want to say. You wonder if the key will actually open a trapdoor, and if it does where said door will lead. And who the heck puts a trap door in a jail cell??
With so much to ponder, the walk seems half the length you remember from the day before. You reach town just as people seem to be starting their days, doing chores and opening up shop. As you approach the jail, the burly sherriff that was snoring in his chair the day before is just unlocking the door to the jailhouse. You murmur a hello and ask to look around the jail for a few minutes. You make up an excuse about taking measurements for a manuscript you're writing on the town and he grunts in response and sits back down in his chair, clearly uninterested in you and very interested in his midmorning nap.
As you wander over to the first cell, you aren't really expecting there to be a trapdoor under the cot, that would be ridiculous, but you're still a bit disappointed when you don't find one. As you move to the second cell, though, the hairs on the back of your neck once again stand at attention. As you cautiously lift up the cot, you see that there is indeed a trapdoor beneath it, and that the lock does require a skeleton key.
Excited, you lift the cot and place it on the other side of the cell, blocking the sherriffs view of you somewhat. Probably not necessary, since he's already begining to snore again, but why take any chances? As you insert the key into the keyhole you feel an otherworldly rush of energy. The key works and you successfully lift the door to reveal only darkness behind it. Well, here goes nothing!
[[Go through the trapdoor->END]]As you fall, you call yourself ten kinds of fool. Who the hell jumps through a trapdoor without knowing where they'll land?
Then, with no jolt to indicate that you've landed, you're standing in a brightly lit house. You hear, "honey, is that you?" come from the other room. You stand there, incredulous, trying to take in everything at once.
"Mom?" you reply. You're home.
<<audio "main_theme" stop>><<audio "win" play>>Maybe this wasn't such a good idea. You don't really know who this guy is and whether he's friendly or not.
[[Run away and look for a town->Town]]
[[Take the risk and accept the clothes->Clothes]] <<set $friends to true>>
The moment you turn your attention to the bar the bartender you see that the bartender has already noticed you. He doesn't say anything or make any movement, but you can tell that he's measuring you up to see if you're there to cause trouble. You can tell when he decides he doesn't have to worry about you because there's a tension in his shoulders that disapates as you approach.
"Good afternoon, stranger," he greets you evenly, cutting off the gesticulating man and causing both of his companions to turn around and look at you. The man who'd been speaking is a big guy with the most impressive facial hair you've ever seen. The other individual is thin with delicate features and sharp eyes, though their expression doesn't appear to be aggressive, only watchful and cautious. "You're new in these parts, aren't you? It's been a long time since we've welcomed someone new to Dragonshire, what is your name, wanderer?"
You pull up a chair next to the bearded man and tell them your name. Without going into detail, you tell them about how you're retrieving something for the farmer. You mention that you were left in the field the day before with no memory of how you got there. You *think* you see the bartender and the sharp eyed individual exchange a look, but you can't be sure and neither of them offers an explanation.
"That sounds most distressing!" the bearded man says. "Here, let me buy you a drink and a meal, and then you can be about your task with a full belly and a fond memory of this place." You accept his offer and in no time at all you're eating a lovely meal and drinking a delicious cup of mead. The bartender and the bearded man take turns telling you wild tales of the drunken escapedes of their youth as their companion adds sardonic comments on their intelligence and agilty during said events, and you have a lovely time. Once you're done, you thank your new friends and excuse yourself to finish your task.
<<if $entertained is not true>>[[Check out the games->Games]]<<endif>>
[[Back to town->Town]] <<set $entertained to true>>
As you approach the games, the noise level rises unexpectedly high as though the acoustics in the room were designed to create a high energy pocket of excitement that would keep the money, and mead, flowing generously. You can see all sorts of people enjoying these games and you take a moment to watch the people at the tables, getting a feel for the town and the people who live there. Unfortunately, you can't afford the buy in for any of the games, but perhaps you can come back and play once you've delivered the medicine to the farmer and hopefully figured out why you're here and how you got here.
<<if $friends is not true>>[[Approach the bar->Bar]]<<endif>>
[[Back to town->Town]]