Dredmor QuestBy ffschoolerChapter I: Enter The Dungeon You are this girl. What is your name? ---------- Level: 0 [0/1] HP: 10/10 MP: 10/10 Items: Half Price Off Health Potion Equipment: Wooden Sword (1d4)
Amelia of the Waning Moon; you're a were-diggle that volunteered to go into the dungeon to avoid being 'burned at the stake'. (Your village is highly paranoid, especially toward were-diggles.)
>Amelia You're not so sure about moons or waning, but you're definitely AMELIA. Adventurers don't have last names. You are standing in LORD DREDMOR'S DUNGEON. That rat bastard has awakened from his thousand years sleep or something and your city needed an adventurer to go kill him again. Unfortunately, that adventurer is YOU. You are standing in the entrance room of floor one of the dungeon. To your right and left, off-screen, are FUD and DRINK dispensers. To the east and west stand wooden doors in various states of locked and unlocked. What will you do? ---------- Name: Amelia Level: 0 [0/1] HP: 10/10 MP: 10/10 Items: Half Price Off Health Potion Equipment: Wooden Sword (1d4)
>Go east ((If someone has already suggested something, don't feel scared to make another suggestion yourself! I'll pick the most appropriate one.)) You walk east across the stone floAW DANGIT a closed door already. With you luck, it's probably locked too. Your STRENGTH stat is high enough to let you bash it with a good roll. Wait, this isn't that other game, you say? Oh, yeah. Guess you don't have a STRENGTH stat. Sorry. ---------- Name: Amelia Level: 0 [0/1] HP: 10/10 MP: 10/10 Items: Half Price Off Health Potion Equipment: Wooden Sword (1d4)
>Walk like an Egyptian You roll a seven on your EGYPTIANWALK. Unfortunately, walking like an Egyptian is hard when you're dressed for battle, so the Difficulty Class was ten. You try to walk like an Egyptian, but end up doing a sort of Ancient Egypt Michaal Jackson instead. ---------- Name: Amelia Level: 0 [0/1] HP: 10/10 MP: 10/10 Items: Half Price Off Health Potion Equipment: Wooden Sword (1d4)
>Check the door Hmm... nope, not locked. Thank goodness you don't have to ruin your good boots smashing it up. Probability suggests the west door is definitely locked, though. ---------- Name: Amelia Level: 0 [0/1] HP: 10/10 MP: 10/10 Items: Half Price Off Health Potion Equipment: Wooden Sword (1d4)
>Check the other door You use your long distance sight powers to determine that, yes, the door is locked. You can tell by some of the pixels and from seeing quite a few locks in your time. ---------- Name: Amelia Level: 0 [0/1] HP: 10/10 MP: 10/10 Items: Half Price Off Health Potion Equipment: Wooden Sword (1d4)
>Open eastern door anyway You open the eastern door and enter through it. You find yourself in an intersection between south and north paths. Something glimmers near the eastern wall of the intersection. A BLOBBY is here. It squelches at you. ---------- Name: Amelia Level: 0 [0/1] HP: 10/10 MP: 10/10 Items: Half Price Off Health Potion Equipment: Wooden Sword (1d4)
>Squelch back at it You make this one squelching sound with your armpits. This is required knowledge for all adventurers. Unfortunately, it appears as though you have conducted an obscure BLOBBY MATING CALL. The BLOBBY falls in love with you. You should probably kill it now before it asks you to meet its parents. ---------- Name: Amelia Level: 0 [0/1] HP: 10/10 MP: 10/10 Items: Half Price Off Health Potion Equipment: Wooden Sword (1d4)
>Its parents are dead BATBLOBBY has joined your party. HE IS THE NIGHT. ---------- Name: Amelia Level: 0 [0/1] HP: 10/10 MP: 10/10 Items: Half Price Off Health Potion Equipment: Wooden Sword (1d4) Name: Batblobby Level: 0 [0/1] HP: 5/5 MP: 5/5 Items: Blobby Boomerang Equipment: Cape (1d4)