Receda's Revenge

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General

Website: http://www.re-cedasrevenge.com

Rules: http://www.re-cedasrevenge.com/rules.html

IRC server: recedaschoolofmusic.com:6667

IRC Channels: #receda-chat #receda-game

  • A link to this site was found at the The Receda School of Music.
  • Some sort of game, which went live at 2:30 today, has been discovered.
  • So far, the synopsis is:
    • You are 15 year old kid.
    • You go to Fanhill School (tho you arent going to school today for some reason)
    • Aparently you are not from this world.
    • An old man has been poisoned on your front stoop
    • You are now wandering around the streets of Perplex City to find a cure, or else you and all of humanity, will die.
    • The old man says: "You need to get me a potion, the Elixir of Glimdrang, or I will die from this infernal poison the Lord Flaganroth has given me."
    • According to the Potions Master: "Yes, I remember it well. It's a difficult potion to come up with, and to conjure it, I would need three things: Fletcher's Spirit, which is a very strong alcoholic drink. It also needs an Academician's Lens, in order to measure the liquids. Finally, I would need the 3rd Volume of Mages, which is a rare book, but you can find it in some libraries."


  • Early log of the first few players:
    • This should not be considered a fFull log, nor should whole logs be kept here. But this shortish log is here to give the reader a sense of what they are up against.

WELCOME TO RECEDA'S REVENGE!!!

Welcome! You are about to embark on Receda's Revenge, an exciting adventure game based in Ye Olde Perplex City.

You're 15 years old, and you live with your mother; your father died a long time ago, in mysterious circumstances that no-one likes talking about. Your mother works at the nearby tailors as an assistant.

This is where you live. It's a tiny house with only three rooms, for a kitchen, bedroom and living area. From where you are, you can see all the rooms - clean, but spare. There is an air of want throughout, reflected by your fraying clothes and the old, many-times repaired furniture. Occasionally you dream of better things, and wonder whether there is more to life than this.

You wake up, and realise that you've overslept! Your mother has already left for work, and you're late for school.

There is a wardrobe, a cabinet and a sock puppet here.

You can move outside.

<Loric> open wardrobe

You open the wardrobe. There is a chest inside.

<Loric> exam chest

The chest is a normal wooden chest.

<Loric> open chest

A scroll with the word 'CENTRE' lies inside.

There is a knock at the door.

>

<Loric> get scroll chest

You cannot pick up these items.

<Loric> inventory

You have no items.

<Loric> open door

You open the door and walk outside. An old man, waiting at your door, quickly walks up to you.

The old man stares at you, searchingly. His face is weathered and pockmarked with scars, and he stands painfully with a stoop, leaning on a cane, but you can sense a certain kind of dignity and pride that is buried under decades of toil. He's wearing an sad set of clothes; they're finely made, with good material, but they've been worn for ten years too long and need a good wash. He has an oddly-shaped head. You wonder what his story is.

"Lad," he begins, "I know it may seem strange, but I know who you are. Who you really are, I mean. You weren't born here, in Perplex City." He gestures with his cane around at the street and crowds. "You were born in a far away place, and your father... your father, he was a great man. May the lords bless him. You don't belong here, among this scum. I know you must feel that yourself, sometimes. Your fate, your destiny, is much greater than that."

A gentleman in a dark coat bumps against the old man as he hurries down the road, and apologises quickly. The old man seem startled and unsure, but continues. "I've travelled a long way to get here, longer than you can imagine, but the journey was worth it, just to see you, my l-" he cuts himself off, coughing.

"Forgive me, but I must..." says the old man, who then collapses onto the ground, clutching his head.

You pull him into your home and lay him down, but he pulls you close with frenzied eyes and says, "I need to tell you what you must do. You need to get me a potion, the Elixir of Glimdrang, or I will die from this infernal poison the Lord Flaganroth has given me." You eyes widen.

"I don't have long, the poison is strong. Do this for me now," he croaks, "or I will die, and the beautiful, nubile Princess will die, and the kingdom will die! And maybe you'll die as well! Prove yourself, young lad, I know you can do it..."

You stand up in determination. You don't want to see this old man die. You don't want to see the kingdom die. And you really want to meet this Princess before she dies. Adventurer, your first Quest is to get the old man the Elixir of Glimdrang!

WELCOME TO RECEDA'S REVENGE!!!

>

<Loric> enter house

You are already inside the house

There is a wardrobe, a cabinet and a sock puppet here.

You can move outside.

<Loric> get puppet

You take the puppet

<Loric> wear puppet

>

<Loric> doh

You put the puppet on your hand and wave it in a funny fashion.

<Loric> wear puppet

>

<Loric> open cabinet

You open the cabinet again, but something heavy falls off the top shelf and lands on you. You die.

>

  • RecedaBot sets mode: -v Loric

You have been resurrected as a new person. You are still inside the house.

  • RecedaBot sets mode: -v tangohead

You have been resurrected as a new person. You are still inside the house.

  • RecedaBot sets mode: +v Juxta

<Juxta> Get scroll

You take the scroll

>

<Juxta> Read scroll

You read the scroll, which you have already read, which still says 'CENTRE'. While handling it, you cut yourself and bleed to death.

  • RecedaBot sets mode: -v Juxta

You have been resurrected as a new person. You are still inside the house.

<Sasuntsi_Davit> leave house

Teleo Alley sits close to the heart of the town, and a great deal of people and carriages stream along the narrow, cobbled road at all times of day. Both sides of the road are packed with small shops and cramped housing. Shouts, laughter and chatter can be heard constantly. When you aren't being shoved around by busy passers-by, you can spot your home here - it's number 333, the small red door next to the butchers.

You can move east, west, or inside to your home.

>

<Sasuntsi_Davit> walk west

Teleo Alley / Taversen Gate

Teleo Alley joins on to the rather more dignified Taversen Gate road here. Taversen Gate is a broad thoroughfare, with imposing, respectable businesses along both sides, like physicians and dentists for the town's endemic orthodontic problems. The people and businesses here have the money to afford little flowerboxes to put on the pavement. You look a bit out of place here, especially late in the morning on a school day.

You can move north, east or south.

>

<Sasuntsi_Davit> walk north

Henderson Road / Taversen Gate / Marginal Lane

You're sure this place has a name that's more interesting than just three roads joined together, but you haven't learned it yet. It's some kind of Place or Circus or Square. Maybe not a square, because it's not square-shaped. Who knows? There's a statue here, so it must be pretty important. Exactly what the statue is of, you don't know - it seems to be of a number of people in a parade, with the person at its head being some

important general.

There's a city hospital here, and a coach station. Lots of busy-looking people are milling around the coach station, buying newspapers and food and drinks. To the north, along Taversen Gate, you can glimpse a wide open space and just about see the imposing buildings of the Academy.

You can move north, east or south.

>

<Sasuntsi_Davit> move north

Southwest Taversen Square

This is the main entrance to the heart of the city and its greatest institution - Taversen Square, and the Perplex City Academy. One day you wish you could become smart enough to get into the Academy, but your teachers at school just mutter about tuition fees and exams results, and then proceed to beat you, if you mention such a thing. It's probably because they couldn't get into the Academy either. Oh, what you would give t

o become an Academician! You might not be the head of the class, but you feel you somehow have a destiny to be fulfilled.

You're standing at the end of Taversen Gate, just beyond the stone and metal archway that is the Gate itself. Taversen Square itself stretches out before you, a vast expanse of white, dotted with fountains and statues and benches, with a huge central fountain. A policeman watches you warily.

You can move north, east, or into the Square.

>

<Sasuntsi_Davit> slowly walk into Square

Taversen Square


You slowly walk into the square.


You stand in the middle of Taversen Square - in the middle of Perplex City. The sun shines harshly overhead, gleaming on the grand central fountain and reflecting brilliantly off the white tiling of the Square itself. Some pigeons and crows mill around on the fountain's edges, cocking their heads nervously as you approach. A few important-looking people walk around, deep in conversation, ignoring you.

You can move northeast, northwest, southeast or southwest.

>

<Sasuntsi_Davit> walk northeast

Northeast Taversen Square

There's not much to see here, beyond the expanse of Taversen Square. From here, Mixture Street heads out east, and you can continue walking along a path to the north that's overlooked by the Academy's eastern wall.

You can move north, east, south, southwest or west.

>

<Sasuntsi_Davit> walk south

Southeast Taversen Square

Taversen Square lies before you. At the opposite end, behind the grand fountains, you can see the front door of the Academy. Behind you, on the south and east sides of the Square, are tall, beautiful and immensely rich buildings. The head office of the Perplex City Free Press is here, among other buildings.

A begger is sitting here, gazing shiftily at a couple of policemen standing nearby, engaging in some kind of cold war that precludes them from removing him without causing a huge amount of commotion. He's wearing several layers of clothes, which is unusual for such a warm day.

You can move north, east, west, or into the Square.

>

<Sasuntsi_Davit> walk towards begger

You are already standing next to the beggar.

>

<Sasuntsi_Davit> talk to begger

The beggar mumbles something unintelligible and goes back to looking into his empty bottle.

>

<Sasuntsi_Davit> walk south (try to avoid policeman)

There is no exit to the south.

>

<Sasuntsi_Davit> walk east

Kink Street / Wardlock Street

Being so near to Taversen Square, most of this area is taken up with expensive or exclusive shops, restaurants or clubs, like the Capita Club, a favourite destination for politicians. One of the shops here is Alric's Potions; Alric (if that's his real name, which you highly doubt) claims to be able to produce medicines and potions that have useful effects. Judging by the number of people going in and out of the shop, people

must believe it, although for some reason most of the visitors appear to be female.

You can move east, south, west or inside the potion shop.

>

<Sasuntsi_Davit> walk into the Alric's potion shop

The door is closed. You hear sounds inside. The door says 'Please knock'.

>

<Sasuntsi_Davit> knock on door

The door opens, as if by magic (well, actually, it's your hand) and you walk inside.

For a potions shop, there's precious little on display - just some coloured jars with strange liquids floating around. Most of the business seems to be done behind a curtained-off area, from behind which you can hear regular outbursts of giggling and a steady flow of women and the occasional

 well-dressed man in and out. Alric is sitting behind a countertop, greeting people in between reading a newspaper. The newspaper headline says something about a nearby kingdom that's been in turmoil ever since its royal family disappeared, many years ago.

You can move outside.

>

<Sasuntsi_Davit> talk to Alric

What do you say to Alric?

>

<Sasuntsi_Davit> 'do you know anything about the Elixer of Glimdrang?"

"Ah, the Elixir of Glimdrang!" he says, with a twinkle in his eye. "Yes, I remember it well. It's a difficult potion to come up with, and to conjure it, I would need three things: Fletcher's Spirit, which is a very strong alcoholic drink. It also needs an Academician's Lens, in order to measure the liquids. Finally, I would need the 3rd Volume of Mages, which is a rare book, but you can find it in some libraries."

>

<Sasuntsi_Davit> leave Alrics Shop

Kink Street / Wardlock Street

Being so near to Taversen Square, most of this area is taken up with expensive or exclusive shops, restaurants or clubs, like the Capita Club, a favourite destination for politicians. One of the shops here is Alric's Potions; Alric (if that's his real name, which you highly doubt) claims to be able to produce medicines and potions that have useful effects. Judging by the number of people going in and out of the shop, people

must believe it, although for some reason most of the visitors appear to be female.

You can move east, south, west or inside the potion shop.

>

<Sasuntsi_Davit> move west

Southeast Taversen Square

Taversen Square lies before you. At the opposite end, behind the grand fountains, you can see the front door of the Academy. Behind you, on the south and east sides of the Square, are tall, beautiful and immensely rich buildings. The head office of the Perplex City Free Press is here, among other buildings.

A begger is sitting here, gazing shiftily at a couple of policemen standing nearby, engaging in some kind of cold war that precludes them from removing him without causing a huge amount of commotion. He's wearing several layers of clothes, which is unusual for such a warm day.

You can move north, east, west, or into the Square.

>

<Sasuntsi_Davit> walk into Square

Taversen Square

You stand in the middle of Taversen Square - in the middle of Perplex City. The sun shines harshly overhead, gleaming on the grand central fountain and reflecting brilliantly off the white tiling of the Square itself. Some pigeons and crows mill around on the fountain's edges, cocking their heads nervously as you approach. A few important-looking people walk around, deep in conversation, ignoring you.

You can move northeast, northwest, southeast or southwest.

>

<Sasuntsi_Davit> walk towards Academy

Northwest Taversen Square

The Academy's front entrance lies here, embedded in a tall, thick grey wall that stretches along the north and west sides of Taversen Square. The doors are black, with ornate patterns spiralling over them, drawn in solid gold. That's right - solid gold! Occasionally you and the other boys from the school come over here to gaze at the doors, and think about the solid gold paving stones, solid gold lampposts, solid gold walls

and solid gold rabbits that must surely hide behind those doors. Sometimes some kindly-looking Academicians standing on top of the walls will wave down and say something like 'inner city deprivation' and 'institute population control'. You don't know what they mean with such long words, but it must be nice. Once you even saw the Head of the Academy on one of the walls; you're not sure, but you think he spat onto the ground b

elow (must've been some solid gold getting into his food). Then he threw some garbage over the side onto your head - you kept that garbage ever since.

You can move east, south, or into the Square.

>

You can move east, south, or into the Square.

>

<Sasuntsi_Davit> knock on the Academy doors

You knock on the door, but it remains firmly closed. A young Academician standing at the top of the gates drops a very heavy book on your head, probably conducting a physics experiment. Oh well, it's not your fault. In any case, you're dead, and it's probably not a good idea to try and get into the Academy through the front door.

>

  • RecedaBot sets mode: -v Sasuntsi_Davit


Receda.png The Receda Trail

The Receda Approach - The Receda Sign - The Receda Institute for Somnatherapy - The Receda School of Music - Receda's Revenge - Receda Resorts

Monica Grand died giving us the trailhead of keywords. The Third Power lead us all over creation .. only to beat us over the head in the end. The jerks.