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Assassin code v 7.5

"Assassinver8" by Me

 

A glass is a kind of thing.

 

The Feasting Hall is a room. In the Feasting hall are four glasses. The description of glasses is "crystal! How fancy."

The  Prince's room is a room. In the Princes room is one glass.

 The description of the glass is “You pick up the glass and shove your hand inside. It doesn’t do much, but at least your hand feels better. Eventually it slides back onto the floor with a clatter. Oh dear."

A portrait is a kind of thing. A portrait is scenery.

The Foyer is a room. The Foyer contains many portraits.

The Main Hall is a room. The Main Hall contains five portraits.

West Balcony is a room. West Balcony contains one portrait. The description of the portrait is "Dear god, what even is that? No wonder they put it up here."

 

A window is a kind of thing. A window is scenery. 

Your Room is a room. Your Room contains one window. Description of window is "You look out the window, into the courtyard. Night has just fallen over the academy, and the first year students have just begun to straggle in to their first class."

The Palace Entrance is a room. The palace entrance contains a window.  Description of window is "Hoisting yourself up with the help of a nearby bench, you peer through the window to see a rather large and elegant bedroom that strangely seems to be lacking in essentials and additional comforts typical of a room belonging to a man of such egregious wealth. All the lights are off but one, and the room appears to be vacant of any people. You raise your head to get a better look, accidentally knocking the window frame and causing it to slam shut on your fingers. No one ever said this would be easy. Thankfully, the window can still be reopened, pried by your less than fully functioning fingers. 

Press E to enter."

A chair is a kind of thing.

A couch is a kind of thing.

A table is a kind of thing.

 

A posture is a kind of value. The postures are seated, standing, and reclining. 

 

A person has a posture. The posture of a person is usually standing. 

 

A supporter has a posture. A container has a posture. 

 

Posture-permission relates various things to various postures. The verb to allow means the posture-permission relation. 

 

Understand the commands "stand" and "sit" and "lie" as something new. 

 

Understand "sit on/in [something]" as sitting on. 

Understand "lie on/in [something]" as lying on. 

Understand "stand on/in [something]" as standing up on. 

 

Sitting on is an action applying to one thing. 

Lying on is an action applying to one thing. 

Standing up on is an action applying to one thing. 

 

Carry out an actor sitting on: 

if the holder of the actor is not the noun, silently try the actor entering the noun; 

if the holder of the actor is the noun: 

if the actor is not seated, try the actor taking position seated; 

otherwise follow the report taking position rules. 

 

Carry out an actor lying on: 

if the holder of the actor is not the noun, silently try the actor entering the noun; 

if the holder of the actor is the noun: 

if the actor is not reclining, try the actor taking position reclining; 

otherwise follow the report taking position rules. 

 

Carry out an actor standing up on: 

if the holder of the actor is not the noun, silently try the actor entering the noun; 

if the holder of the actor is the noun: 

if the actor is not standing, try the actor taking position standing; 

otherwise follow the report taking position rules. 

 

Understand "lie down" as lying down. 

Understand "sit down" or "sit" or "sit up" as sitting down. 

Understand "stand" or "stand up" as standing up. 

 

Lying down is an action applying to nothing. 

Sitting down is an action applying to nothing. 

Standing up is an action applying to nothing. 

 

Taking position is an action applying to one posture. 

 

Instead of an actor lying down: 

try the actor taking position reclining; rule succeeds. 

Instead of an actor sitting down: 

try the actor taking position seated; rule succeeds. 

Instead of an actor standing up: 

try the actor taking position standing; rule succeeds. 

 

Check an actor taking position: 

if the holder of the actor is not a room and the holder of the actor does not allow the posture understood: 

if the actor is the player: 

say "You can't take that position [in-on the holder of the actor]."; 

otherwise if the actor is visible: 

say "[The actor] can't take that position."; 

stop the action. 

 

Check an actor taking position: 

if the posture understood is the posture of the actor: 

if the actor is the player: 

say "You are already [the posture understood]."; 

otherwise: 

if the actor is visible, say "[The actor] is already [the posture understood]."; 

stop the action. 

 

Carry out an actor taking position: 

now the posture of the actor is the posture understood. 

 

Report someone taking position (this is the position-report rule): 

say "[The actor] is now [the posture of the actor][if the holder of the actor is not the location of the actor] [in-on the holder of the actor][end if]." 

 

Report taking position: 

say "You are now [the posture of the player][if the holder of the player is not the location] [in-on the holder of the player][end if]." 

 

To say in-on (item - a thing): 

if the item is a container, say "in [the item]"; 

otherwise say "on [the item]". 

 

Carry out an actor exiting (this is the departure-posture rule): 

let N be the holder of the actor; 

if N is a container or N is a supporter, 

now the posture of the actor is the posture of N; 

otherwise now the posture of the actor is standing. 

 

The departure-posture rule is listed after the standard exiting rule in the carry out exiting rulebook. 

The departure-posture rule is listed after the standard getting off rule in the carry out getting off rulebook. 

 

Carry out an actor entering something (this is the arrival-posture rule): 

if the noun is a container or the noun is a supporter, 

now the posture of the actor is the posture of the noun. 

 

The arrival-posture rule is listed after the standard entering rule in the carry out entering rulebook. 

 

Check an actor going somewhere: 

if the actor is in a room and the actor is not standing: 

say "([if the actor is not the player][the actor] [end if]first standing up)[command clarification break]"; 

silently try the actor taking position standing; 

if the actor is not standing, stop the action. 

 

A chair is a kind of supporter. A chair is always enterable. Every chair allows seated and standing. A chair is usually seated. 

A couch is a kind of supporter. A couch is always enterable. Every couch allows seated, standing and reclining. A couch  is usually seated. 

A hammock is a kind of container. A hammock is always enterable. Every hammock allows seated and reclining. A hammock is usually reclining. 

A bed is a kind of supporter. A bed is always enterable. Every bed allows seated, standing, and reclining. A bed is usually reclining.


 

The player's forename is a text that varies. The player's full name is a text that varies. 

when play begins: 

now the command prompt is "What is your name? > ". 

To decide whether collecting names: 

if the command prompt is "What is your name? > ", yes; 

no. 

After reading a command when collecting names: 

if the number of words in the player's command is greater than 5: 

say "[paragraph break]Assassins are, by nature, a surruptious lot. That name is possible the LEAST surruptious thing I have ever seen. Try again, maybe."; 

reject the player's command; 

now the player's full name is the player's command; 

now the player's forename is word number 1 in the player's command; 

now the command prompt is ">"; 

say "Welcome, [player's forename]![paragraph break]"; 

say "[banner text]"; 

move the player to the location; 

reject the player's command. 

 

The Assassin School is a region. 

Your Room is a room in the assassin school. It is south from the main hall. 

Your room contains a bed. Bed is scenery. Description of bed is "the sheets have tiny little cartoon assassins printed on them. Your mother is very supportive of your career choice." 

Your room contains a window.  Window is scenery. Description of window is "You look out the window, into the courtyard. Night has just fallen over the academy, and the first year students have just begun to straggle in to their first class."

Your room contains a stuffed animal. Description of stuffed animal is "ah, sir pigglesworth. A worthy companion."

Your room contains daggers. Description of daggers is " a gift from your aunt. Better than what you could normally afford."

Your room contains posters. Posters are scenery. Description of posters is "your favorite assassins, throught the years. None of their faces are visable, of course, but thats part of the attraction."

 

The Main Hall is a room in the assassin school.  It is east from the foyer. 

The main hall contains assassin portraits. Assassin portraits are scenery. Description of assassin portraits is " you look closely at a few of the portraits as you pass. Each and every face has been carefully covered up with black paint. The name plates at the bottom are left blank."

 

The Foyer is a room in the assassin school.  It is east from the professor's office.

The Foyer contains a fireplace. Fireplace is scenery. The description of fireplace is "a small pile of logs burns merrely in the grate. "

 

The Foyer contains couches. Couches are scenery. The description of couches is "soft, velvet, and luxurious. The Headmistriss tends to favor reds and blacks: its easier on the cleaning staff."

 

The  Foyer contains trophy daggers. Trophy daggers are scenery. The description of trophy daggers is " the blades of sucessfull graduates. They gleam wickedly in the firelight. If you are very lucky, yours will soon join them."

 

The Professor's Office is a room in the assassin school.  "blablabla opening crawl here."

 

The Next Step is a room in the assassin school. It is south from the Professor’s Office.

"You look around and see a carriage drawn by two horses. Your first mission awaits. To the North lies the Duke's Party.  To the East is the Lady's Mansion. To the West, the Prince's Palace."

 

The Party is a region.

 The Ballroom is a room in the Party.

The Feasting Hall is a room in the Party.

The Kitchen is a room in the party.

T he Servant's Quarters is a room in the Party. 

The West Balcony is a room in the Party.

The East Balcony is a room in the Party.

The Trophy Room is a room in the Party.

The Foyer is a room.  It is south from the Ballroom." Portraits line the walls, and the tile is polished to a slick shine. Directly in front of you, to the north, stand the largest set of double doors you have ever seen. You can hear the sound of lutes and violins from behind them, and the sign next to them, painted in curling script, reads 'ballroom'. A wall of masks hang to your right, for guests who forgot their own. The masks are low quality and probably meant to shame anyone wearing them.  Fortunately, they also cover one's face, so probably no one will be too shamed."

  The Foyer contains portraits. Portraits are scenery. The description is "You peer up at the portraits. White wigged faces with powdered cheeks and paint flaked shoulders peer back.".

  A Raven Mask is here. It is wearable. " One mask in particular catches your eye: black and gold, with a long thin beak. A raven! How charming!".

The Ballroom is a room. It is north from the Foyer and east from the West Balcony and west from the East Balcony.  "Masked guests swirl under the night sky, protected from the elements by the great glass dome that arches above all of you in thin lines of gold and silver. A string quarted plays franticly in the corner; and the lanterns hanging off of every surface light everything in flickering gold.

  The dance floor itself is down a small set of stairs, surrounded by a slightly higher level,

  where you stand, looking down at the dancers.  On the opposit side of the dance floor, level to you, is a massive cage made of polished steel.  A man stands beside it, in a magnificent purple coat. Something paces franticly inside. To your right and left, far above you, are two balconies. You can just see the glint of mirrors that line them.

To the east is the east balcony. To the west is the west balcony.  To the NW is the Feasting Hall. To the NE is the trophy room."

  The Ballroom contains guests.  The description of guests is "You can see about fifty people, on and off the dance floor, all dressed to the nines.". 

The Ballroom contains servants.  The description of servants is " men and women scuttle by, bearing drinks and fingerfood." 

The cage is in the Ballroom. The cage is an openable locked container.   The description of the cage is "You walk over to the cage, and peer inside. Golden eyes look back at you, and you jerk back. A tiger! My goodness, the Duke really went all out.". 

The Tiger Keeper is in the Ballroom. The Tiger Keeper wears a magnificent coat. Magnificent coat is an object.  The description of Tiger Keeper is "A tall, heavyset man, in a magnificent blue and purple coat. His moustach nearly touches his ears".

The tiger is an animal in the Ballroom. "[one of] the tiger is paceing anxiously [or] the tiger is grooming itself with a large, pink toung the size of your hand [or] the tiger is looking out at the guests with hungry eyes[purely at random]."

The Feasting Hall is a room. It is northwest from the Ballroom. "A long table streches from wall to shining wall, creaking under the weight of the feast.  Near you is a tureen of soup, and just beyond that, a suckiling pig and a whole chicken fight for space. A small table off to the side holds pastries, wine, glasses,  and grapes. Guests and servants mingle, eating and drinking with delight. Above it all glitters a magnificent chandeler.

To the north are a pair of swinging doors that occasonaly vomit out servers bearing fresh food and drink. To the east is the ballroom".  

A tureen of hot soup is here. Tureen of hot soup is an portable object. The description of tureen of hot soup is "mmmm soup. Very hot soup. Now, what could a clever assassin like you do with a tureen of scaldingly hot soup, a little ingenuity, and a very boilable duke? Much to think about....". 

The Feasting Hall contains a banana peel. Banana peel is an portable object. The description of banana peel is  "People need to throw away their trash." 

The Feasting Hall contains roast pig. Roast pig is an object. Roast pig is edible. The description of roast pig is  "Oink." 

The Feasting Hall contains chicken. Chicken is an object. Chicken is edible. The description of chicken is "Yummy." 

The Feasting Hall contains wine. Wine is object. The description of wine is "Ah, wine. The beer of the rich. Or something." The Feasting Hall contains grapes. Grapes are an object.   The description of grapes is "great for feeding to attractive people on lounges."Grapes are edible.

The Feasting Hall contains stacks of pastries.  Stacks of pastries are objects. Stacks of pastries are edible. The description of stacks of pastries is "Assassins dont eat cute pastries! Unless...." 

The Feasting Hall contains guests2. Guests2 is scenery. Printed name of guests2 is "guests". 

 The Description of Guests2  is " you examine the guests. The general impression is that of an overturned ant hill, if the ants were drunk, obscenly rich, and thought attempted homocite was 'a friendly overture".   

The Feasting Hall contains a long table. Long table is an object. Long table is scenery. 

The Feasting Hall contains a chandaler. Chandaler is scenery.  Description of chandaler is "Great for swinging from."

 

The Kitchen is a room. It is north from the Feasting Hall. "cooks bustle to and fro, appearing and dissapearing through gouts of steam and smoke.  Ovens and roasting fires roar with heat. To your right are worn wooden shelves. To the east are the doors to the servants quarters, and to the south are the doors back to the feasting hall".

The Kitchen contains shelves. Shelves are scenery. "you slink noncholantly over to the shelves and take a look. You can see various spices and herbs, but two things in particular catch your eye.  Directly in front of you is a large, greasy looking can with LARD stenceled on the side in block letters. A shelf or two above it, you can see a bundle of hanging herbs: catnip."

 On the shelves is lard. On the shelves is catnip. Lard is an object. Lard is edible.  The description of lard is "Hmm. Slippery." The Kitchen contains cooks. Cooks are scenery. 

Catnip is an object. Catnip is edible.  The description of catnip is "Not for cats under the age of four".

 

The Trophy Room is a room. It is northeast from the Ballroom. " The tropy room. Row upon row of glassy, dead eyes stare into your very soul, and find it wanting. Is that a row of stuffed chiuhuahua heads?

To the west is the door back to the ballroom."   

The Trophy Room contains a stuffed pig. Stuffed pig is an object. The description of stuffed pig is "I shall name him BORIS".

The Trophy Room contains eleven stuffed chiuhuahua heads. Eleven stuffed chiuhuahua heads are scenery.  The description of eleven stuffed chiuhuahua heads is " 22 beady glass eyes glare down at you. What the actual fuck." 

The Trophy Room contains taxadermied animals. Taxadermied animals are scenery. The description of taxadermied animals is "that deer is looking at you funny."

 

The Servant's Quarters is a room. It is east from the Kitchen.  " A small wooden barracs, the cots divided by tatty curtains. A small wooden chest sits in one corner. To the west is the door back to the kitchen". 

There are beds here. The description of beds is "twelve little beds, in twelve straight lines...is that a pin up woodcut." 

The Servant's Quarters contains rat poison. Rat poison is an object. The description of rat poison is "yummy yummy in the tummy!" 

The Servant's Quarters contains a chest. The chest is a container. The chest is openable. The chest contains fireworks. The description of fireworks is "Ooo, the things you could do with these."

 

West Balcony is a room. "Dancer's swirl far below you. The balcony streaches the entirety of the west wall, and is lined with mirrors and portraits. A polished railing keeps drunken guests from plummiting to their deaths. To the east are the stairs down."  The West Balcony contains mirror. Mirror is an object. Mirror is scenery. "You look into one of the mirrors that lines the balcony. Despite everything, its still you". 

 

The East Balcony is a room. "Dancer's swirl far below you. To the west are the stairs down."  The East Balcony contains mirrors2. Description of mirrors2 is "whos that handsome assassin?". 



 

A knife is carried.

A mask is worn.

An assassin's uniform is worn.

The description of mask is "Dark, eerie, easily recognizable.  You will strike fear into the hearts of your targets."

The description of knife is " A knife with a two foot blade.  Hard to conceal, unwieldy, but very aesthetic."

The description of assassin's uniform is " A cloak as dark as night.  They'll never see you coming. Assuming it's dark. And night."

 

East of the Assassin School is the Mansion Entrance.

The description of the Mansion Entrance is "You have reached the home of Lady Marrette.  The lady's mansion is massive and formidable. As you step into the foyer, you can't help but admire the wealth.  You see a large corridor to the north, and can return to the School to the south."

 

North of Mansion Entrance is the Large Corridor.

The description of the Large Corridor is "This corridor appears to be the center of the mansion.  You see doors to the north, east, and west. The foyer lies to the south."

 

North of the Large Corridor is The Dog's Room.

The description of the Dog's Room is "You enter a massive room that you initially believe to be Lady Marrette's.  Looking around, you realize you were mistaken. There are shredded dog toys everywhere. In the center of the room is a mound of pillows, with a chihuahua on top.  On the north wall there sits a lighted mirror. On the east wall there is a large portrait, and a door to the southeast. On the west wall, there is a small door due west and a larger door to the south west.  Due south is the large central corridor. The doors to the southeast and west have doggy doors in them."

Inside The Dog's Room is a lighted mirror.

Inside the Dog's Room is a large portrait.

Inside The Dog's Room is a small neurotic dog.

The description of the small neurotic dog is "This dog is vibrating with rage and fear.  If used properly, his rage could be a powerful weapon. His dog tag reads 'Lord Fluffington'."

The description of the large portrait is "This portrait appears to be a life-sized portrait of Lady Marrette.  There is discoloration at the bottom, what appears to be some sort of stain."

The large portrait is scenery.

The lighted mirror is scenery.

The description of the lighted mirror is "A large mirror sits at floor height, ringed with lights.  The dog is always able to admire itself."

 

West of the Large Corridor is Lady's Trophy Room.

The description of the Lady's Trophy Room is "This trophy room is relatively sparse.  There is a bearskin rug, and there are several fancy dresses hanging from the walls."

There is a comically oversized bear trap in the Lady's Trophy Room.

The description of comically oversized bear trap is " A massive bear trap.  Much larger than is actually necessary, heavy, unwieldy, and brutal. A worthy weapon indeed."

There is several fancy dresses in Lady's Trophy Room.

The several fancy dresses is scenery.

The description of several fancy dresses is "These dresses all seem fairly expensive. There are a variety of sizes and styles, and none seem like they would fit Lady Marrette. They're mounted to the walls... of the trophy room? Maybe better not to ask."

There is a bearskin rug in the Lady's Trophy Room.

The bearskin rug is scenery.  

The description of the bearskin rug is "Upon closer inspection, the bearskin is fairly obviously fake.  The size of the bear trap makes more sense now."

 

Northeast of the Lady's Trophy Room is the Dog's Room.

 

West of The Dog's Room is Dog's Servants' Room.

The Dog's Servants' Room is a room.

The description of the Dog' Servants' Room is "You enter a tiny room, made smaller by the massive room you entered from.  You glance around and notice a small bed, a small closet, and two beleaguered servants. There's barely space for everything crammed into the room. To the east lies a door with a doggy door in the bottom.  Scratched onto the back of the door are three words: 'Die Demon Dog'."

Inside the Dog's Servants' Room is a small bed.

The description of the small bed is "The bed is small. One person might be able to sleep comfortably, but two? It must be a tight fit."

The small bed is scenery.

There is a small closet in the Dog's Servants' room.

The small closet is scenery.

The small closet is a container.

Inside the small closet is a dog's servant's uniform.

The dog's servant's uniform is wearable. 

The description of servant's uniform is "A modest uniform, the spare of the dog's servants.  It is worn, and covered in dog hair and tooth marks."

 

Southeast of The Dog's Room is the Lady's Chamber.

The description of the Lady's Chamber is "As you enter the large, luxurious chamber, you realize that this must be the chamber of Lady Marrette herself.  The room is too fancy to belong to anyone else. There is a plush four poster bed with a large mirror by it, and an exquisite jewelry boxtop of a crystal cabinet.  But the most obvious sign is the lady herself, kneeling in a corner in front of what appears to be some sort of shrine with a huge portrait of a dog above it. There are doors to the northwest and southwest, and due east is the large corridor."

There is a shrine to Lord Fluffington in The Lady's Chamber. 

The shrine to Lord Fluffington is scenery.  

The description of the shrine to Lord Fluffington is "A small wooden shrine, built around a seemingly imobile statue of a chihuahua."

There is a portrait of Lord Fluffington in the Lady's Chamber.  

The portrait of Lord Fluffington is scenery.  

The description of the portrait of Lord Fluffington is "On the wall, above the shrine, is a nearly 6' tall portrait.  This portrait is of a small, anxious looking chihuahua done in the style of 'The Birth of Venus'. You aren't sure whether to feel more sorry for the artist or the dog."

There is a plush four poster bed in the Lady's Chamber.

The plush four poster bed is scenery.

The description of the plush four poster bed is  "This must be the most luxurious bed you have ever seen! The luxurious pillows, the lovely needlework of the quilt, a gorgeous purple chiffon canopy and curtains... Ahem.  The bed is clearly that of an elite, most certainly your target. The target of your dark, gritty assasination plot. The target who happens to have excellent taste in fabric.  Back to business."

There is a large mirror in the Lady's Chamber.  

The large mirror is scenery.  

The description of the large mirror is "You peer into Lady Marrette's mirror.  Despite everything, it's still just you... and a truly spectacular bed."

There is a crystal perfume cabinet in the Lady's Chamber. 

The crystal perfume cabinet is a container.

The crystal perfume cabinet is closed.

The crystal perfume cabinet is openable.

The crystal perfume cabinet is transparent. 

The crystal perfume cabinet is scenery.

There is a bottle of expensive perfume in the crystal perfume cabinet.

The description of the bottle of expensive perfume is " You spritz a little perfume onto your wrist.  It smells fresh and exciting. Rose, you think. And orange. And is that... yes, just a hint of plum blossom.  The lady has good taste."

There is a bottle of expensive champagne in the crystal perfume cabinet.

The description of the bottle of expensive champagne is "You examine the bottle closely.  It appears to be from a reputable vineyard, everything seems to be in order. However, you realize that the bottle is roughly 12 years old.  It has likely spoiled, and is now utterly worthless. You sigh at the loss of a perfectly decent vintage."

 

East of the Large Corridor is the Lady's Chamber.

 

Southeast of the Large Corridor is the Lady's Servants' Room.

 

The description of the Lady's Servants' Room is "You enter what is clearly a servants' room.  There is one oversized bed in the corner, and a table with 5 chairs around it in the middle. Seated at the table are 5 servants in identical uniforms.  They appear to be playing cards, and ignore you completely. There is a closet on the south wall. To the northwest lies the large corridor. There is another door to the northeast."

 

There is a large closet in the Lady's Servants' room.

The large closet is scenery.

The large closet is a container.

Inside the large closet is a lady's servant's uniform.

The lady's servant's uniform is wearable. 

The description of the lady's servant's uniform is "A spare uniform from the lady's personal servants. The uniform is stylish and breathable, you can't help but admire her choice in fabrics.  But you don't have time for that. You can talk fabrics with her once she's dead."

 

Southwest of the Lady's Chamber is the Lady's Servants' Room.

 

West of the Assassin School is the Palace Entrance. The palace entrance is a room.

 "You arrive at the Palace entrance, making your way to the door. It won't seem to open... You figure you should check for alternate entryways before attempting to pick any locks, or simply break down the door as you always feel so inclined to do. Walking North along the palace walls you see no more than a few windows, all of which don't seem to be able to be opened. Turning the corner and walking West, you spot a number of open windows, one in particular that catches your eye looking to lead to the Prince's room."

The palace entrance contains a window. Description of window is "Hoisting yourself up with the help of a nearby bench, you peer through the window to see a rather large and elegant bedroom that strangely seems to be lacking in essentials and additional comforts typical of a room belonging to a man of such egregious wealth. All the lights are off but one, and the room appears to be vacant of any people. You raise your head to get a better look, accidentally knocking the window frame and causing it to slam shut on your fingers. No one ever said this would be easy. Thankfully, the window can still be reopened, pried by your less than fully functioning fingers. 

Press E to enter."

 

The Prince's Room is a room. "Stumbling through the window, you make it successfully inside. Scattered across the floor are a numerous amount of empty bottles of gin, including a glass placed upright in the middle of a table, still with some ice. Underneath the lamp on a nightstand lays an open journal."

There is an empty bottle of gin in the Prince's Room.

The empty bottle of gin is an object. The description of the bottle of gin is "You pick up one of the bottles. Why is it so sticky? What is that smell?? You decide you only have the mental strength to carry one."

There is a glass in the Prince’s Room.

The description of the glass is “You pick up the glass and shove your hand inside. It doesn’t do much, but at least your hand feels better. Eventually it slides back onto the floor with a clatter. Oh dear."

There is a nightstand in the Prince’s Room. The nightstand is scenery. The description of the nightstand is “fancy"

 

There is a lamp in the Prince’s Room.

The lamp is scenery.

The description of the lamp is “ why is it gold? Rich people..."

There is a table in the Prince’s Room.

The table is scenery.

The description of the table is “ Old, worn, and covered in scratches. Its the one thing in the place that actually looks used."

There is a journal in the Prince’s Room.

The description of the journal is “Looking at the open page in the journal you see a note addressed to the butler. In scratchy handwriting, it reads 'Figgensworth. Have gone to DEN OF ILL REPUTE (this in all caps). DO NOT WAIT UP. also please clean up my gin bottles. They are starting to smell."

 

Southwest of the School is the Well Reputed Den of Ill Repute.

The description of the Well Reputed Den of Ill Repute is "This is the description of Well Reputed Den of Ill Repute."

 

Northwest of the Well Reputed Den of Ill Repute is the Palace Entrance.

 

North from Well Reputed Den of Ill Repute is the Den Back Room.

The description of the Den Back Room is "This is the description of the Den Back Room."

 

East of the Den Back Room is the Den Private Rooms.

The description of the Den Private Rooms is "This is the description of the Den Private Rooms."

 

Northeast of the Well Reputed Den of Ill Repute is the Den Private Rooms.

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