The Horror of Rylvania
by D. A. Leary (1993)
Genres: Vampire

What you expected would be a fun outing in scenic Rylvania turns into a gruesome nightmare, with *you* playing the starring role. Find out what it's like to be alternately the source and challenger of evil in the tiny Eastern European province. Test your very moral fiber as you decide to damn yourself and save others -- or vice versa.

action: %
response: two recent college graduates like yourself and your friend Carolyn. From the mansions of England to the beaches of Greece, you've walked in the footsteps of the Crusaders and seen sights that few Americans have ever seen.

Carolyn had wanted to skip the Central European nation of Rylvania. "Why bother?" she'd said. "There's nothing but farmers there, and creepy old castles - nothing we haven't seen already. The Rylvanians are still living in the last century."

That, you'd insisted, was exactly why Rylvania was a must-see. The country was an intact piece of living history, a real treasure in this modern age.

If only you hadn't insisted! As night fell, as you approached a
small farming village in search of a quaint inn to spend the night, the howling began. A scant hundred yards from the village, and it happened...the wolves appeared from the black forest around you and attacked. Big, black wolves that leaped for Carolyn's throat before you could shout a warning, led by a great gray-black animal that easily stood four feet at the shoulder. Carolyn fell to the rocky path, blood gushing from her neck as the wolves faded back into the trees, unwilling, for some unknown reason, to press their attack.

If she dies, it will be your fault. You curse the darkening sky as
you cradle Carolyn's head, knowing that you have little time to find help. Perhaps in the village up the road to the north -

Copyright (C) 1993, 1996 D. A. Leary
All rights reserved.

Difficulty Rating: Horrifying (5 out of 10)

Suggested for Mature Audiences.

***

This game is free. We encourage you to distribute it, but you may
not charge any money for it beyond the cost of the media it is stored on.

ADVENTIONS no longer supports this product. Please do not contact

***

***

- winding through a black, dismal forest. To the north, through the trees, you can barely make out the lights of a small Rylvanian village. The sun has just set and dark trees hang over the path, forming a mazelike net overhead. The path is well trodden and easy to walk on.

Carolyn, your close friend from college, lies motionless on the
path, blood flowing freely from a gaping, jagged wound in her throat and chest. She's making faint gurgling sounds and just barely breathing.
action: Note 1
response: [1]: Footnote markers are numbers enclosed in square brackets.
action: You check your inventory
response: You have a fifty-dollar traveller's check and a matchbook.
action: Go north
response: You are standing at a fork in the path, just outside a village. To
the west the trees thin out slightly, while to the east they disappear entirely, becoming an impassable swamp. Branches of the path run north and northeast. To the north you can see several buildings. The track runs south as well, back into the forest.
action: You go north
response: You are standing outside a wooden inn at the west end of a small Rylvanian village. Flickering light streams from an open window, and a sign hangs above the doorway. The inn has seen better days - it's run-down and falling apart, and could use a good coat of paint. A path runs south, out of town, and more buildings are down the street to the east. To the west is more of the black forest. The inn is to the north.
action: You examine the sign
response: In gothic script the sign reads "The Devil's Cup."
action: You go north
response: The inn is well-lit, less shabby on the inside than on the out. A warming fire burns in the hearth. Several townsfolk are seated around a table, talking quietly, and a thin old man stands behind the bar.
The townsfolk and the barman look up as you enter, suspicious of strangers - as are all Rylvanians - but soon the patrons turn back to their conversation and the barman returns to polishing glasses. The exit from the inn is south, and an open doorway behind the bar leads west.

A tarot deck is sitting on the table.

Some of the townsfolk turn and nod briefly at you before continuing their conversation.

The old barman regards you silently.

You catch a fragment of conversation. "...written on the trees..."
action: You tell the barman about Carolyn
response: The bartender shakes his head and points at his mouth. "Foreigner!" one of the patrons shouts at you. "Old Henri is mute! He cannot speak to you." The customer smiles. "But he knows what you need, if you have the money.'

You catch a fragment of conversation. "...written on the trees..."
action: You give the check to bartender
response: The bartender looks at the check, then smiles and shakes his head, passing the check back to you.

"They walk tonight," one of the customers whispers.
action: You tell patrons about the wolves
response: The customers eye you suspiciously. "Yes. The wolves roam the woods. The old woodcutter that lives out there might know more about them."

You catch a fragment of conversation. "...the doctor knows..."
action: You ask the patrons about doctor
response: One of the customers glances up at you. "Yes, we have a doctor. He lives further down, on this side of the street." He jerks his thumb to the east, then falls quiet for a long moment. "I don't know if you want him as your doctor, Foreigner. He is a strange man."

"They walk every night," a customer snaps, drinking heavily from a stone flagon. "Every bloody night. Our village is cursed."
action: You go to the east
response: You are walking on a road through the center of the village. The street is quiet and empty; most of the local populace has already turned in for the night. Silence weighs heavily on the town, and the air is cold and leaden. To the north is a small square wooden building. The door to the building is open. To the south is an open field. The road continues to the east and west, and a branch runs southwest as well - toward the black forest.
action: Go east
response: You are near the eastern outskirts of the village. To the south is
a stately old church, weathered and in a state of disrepair. The entrance to the church stands open. To the north a narrow track runs along the side of the small wooden building you passed to the west.
The road continues west and also runs northeast, out of town and through the moors.
action: You go north
response: You are inside a small office which appears to belong to the local doctor. It's small and dark, but clean. A chair and a desk are the only furniture. The exit is south, back through the doorway. One small window in the east wall looks out on an alley. Hanging on the wall is a framed diploma. The door stands open, and the window is closed.

A middle-aged man is here. "Hello," he says pleasantly. "I am
Doctor Trolovitch."
action: You tell the Doctor about Carolyn
response: The doctor nods hurriedly. "Yes, of course. I can help. Take me to her, and I'll do all I can."

Doctor Trolovitch waits, staring at you expectantly.
action: Go south
response: You are walking on a road through the center of the village. The street is quiet and empty; most of the local populace has already turned in for the night. Silence weighs heavily on the town, and the air is cold and leaden. To the north is a small square wooden building. The door to the building is open. To the south is an open field. The road continues to the east and west, and a branch runs southwest as well - toward the black forest.

Doctor Trolovitch checks the door to his office, making sure it's locked. "Can't be too careful," he murmurs.
action: Go west
response: You are standing outside a wooden inn at the west end of a small Rylvanian village. Flickering light streams from an open window, and a sign hangs above the doorway. The inn has seen better days - it's run-down and falling apart, and could use a good coat of paint. A path runs south, out of town, and more buildings are down the street to the east. To the west is more of the black forest. The inn is to the north.

Doctor Trolovitch follows you.
action: You go west
response: You are lost among the twisted, gnarled trees of the black forest.
The trees close in around you and the air is damp and cold. Somewhere off in the distance a lone wolf howls. Owls hoot, and a faint scrabbling under the leaves hints of tiny creatures of the night, searching for food. You can travel in almost all directions.

Doctor Trolovitch follows you.
action: Go south
response: You are standing at a fork in the path, just outside a village. To
the west the trees thin out slightly, while to the east they disappear entirely, becoming an impassable swamp. Branches of the path run north and northeast. To the north you can see several buildings. The track runs south as well, back into the forest.

Doctor Trolovitch follows you.
action: Go south
response: - winding through a black, dismal forest. To the north, through the trees, you can barely make out the lights of a small Rylvanian village. The trail is shrouded in almost total darkness and dark trees hang over the path, forming a mazelike net overhead. The path is well trodden and easy to walk on.

Doctor Trolovitch follows you, looking around. "Is this where you claim your friend to be?" he says irritably. "I see no patient." He shakes his head. "I would think one of your age would be beyond these childish pranks." He turns and walks back toward town without a word, leaving you to wonder what could have happened to Carolyn.
action: Go north
response: You are standing at a fork in the path, just outside a village. To
the west the trees thin out slightly, while to the east they disappear entirely, becoming an impassable swamp. Branches of the path run north and northeast. To the north you can see several buildings. The track runs south as well, back into the forest.
action: You go north
response: You are standing outside a wooden inn at the west end of a small Rylvanian village. Flickering light streams from an open window, and a sign hangs above the doorway. The inn has seen better days - it's run-down and falling apart, and could use a good coat of paint. A path runs south, out of town, and more buildings are down the street to the east. To the west is more of the black forest. The inn is to the north.
action: You go north
response: The inn is well-lit, less shabby on the inside than on the out. A warming fire burns in the hearth. Several townsfolk are seated around a table, talking quietly, and a thin old man stands behind the bar.
The townsfolk and the barman look up as you enter, suspicious of strangers - as are all Rylvanians - but soon the patrons turn back to their conversation and the barman returns to polishing glasses. The exit from the inn is south, and an open doorway behind the bar leads west.

A tarot deck is sitting on the table.

Some of the townsfolk turn and nod briefly at you before continuing their conversation.

The old barman regards you silently.

You catch a fragment of conversation. "...the doctor knows..."
action: You examine the deck
response: It's a deck of tarot cards.

"They walk tonight," one of the customers whispers.
action: You examine the tarot
response: It's a deck of tarot cards.

"They walk every night," a customer snaps, drinking heavily from a stone flagon. "Every bloody night. Our village is cursed."
action: You ask the patrons about the wolves
response: The customers eye you suspiciously. "Yes. The wolves roam the woods. The old woodcutter that lives out there might know more about them."

You catch a fragment of conversation. "...the wolves know..."
action: You take tarot
response: Taken.

"They walk every night," a customer snaps, drinking heavily from a stone flagon. "Every bloody night. Our village is cursed."
action: You ask the patrons about the church
response: The patrons ignore your attempts at communication.

You catch a fragment of conversation. "...the wolves know..."
action: Go outside
response: You are standing outside a wooden inn at the west end of a small Rylvanian village. Flickering light streams from an open window, and a sign hangs above the doorway. The inn has seen better days - it's run-down and falling apart, and could use a good coat of paint. A path runs south, out of town, and more buildings are down the street to the east. To the west is more of the black forest. The inn is to the north.
action: Go east
response: You are walking on a road through the center of the village. The street is quiet and empty; most of the local populace has already turned in for the night. Silence weighs heavily on the town, and the air is cold and leaden. To the north is a small square wooden building. The door to the building is closed. To the south is an open field. The road continues to the east and west, and a branch runs southwest as well - toward the black forest.
action: Go east
response: You are near the eastern outskirts of the village. To the south is
a stately old church, weathered and in a state of disrepair. The entrance to the church stands open. To the north a narrow track runs along the side of the small wooden building you passed to the west.
The road continues west and also runs northeast, out of town and through the moors.
action: Go south
response: You are in the main hall of the village church. To the north is the exit to the village road. Pews, facing south, line both sides of the center aisle. A brass basin sits atop a stone pillar near the north exit. An altar is at the far end of the room, near a low passage which leads south to another part of the church. Moonlight streams through the stained glass windows, bathing the wooden pews in a ghostly glow.

The brass basin seems to contain some holy water.
action: You look at the pews
response: The pews are hard wooden benches. They face south, toward the altar.
action: You look at the windows
response: The stained glass windows are typical Rylvanian church design. Most portray Saint William of Irdopest, the patron saint of Rylvanians. A few show more typical Christian scenes - the Christ child, Jesus on the cross, and so forth. They're quite pretty, but hard to see in the pale light.
action: You go to the south
response: You are behind the altar in the church, in a small chamber that
serves, judging from the hooks on the walls, as the church's vestry. Other than the hooks, the chamber is empty now. To the north is the main part of the church. An open doorway leads out of the church to the east, and beyond, you can see the town graveyard. A ladder leads up into darkness.

A cloak is hanging on the wall hooks.
action: You examine the cloak
response: The cloak is brown, lined with rabbit fur, and looks quite warm.
action: You take all
response: cloak: Taken.
action: You examine the water
response: The water looks normal to you. You're not a religious expert, so if you take the water from the basin, it probably loses any special properties it might have.
action: You look at the windows
response: The stained glass windows are typical Rylvanian church design. Most portray Saint William of Irdopest, the patron saint of Rylvanians. A few show more typical Christian scenes - the Christ child, Jesus on the cross, and so forth. They're quite pretty, but hard to see in the pale light.
action: You take the basin
response: It's bolted to the pillar.
action: You go south
response: You are behind the altar in the church, in a small chamber that
serves, judging from the hooks on the walls, as the church's vestry. Other than the hooks, the chamber is empty now. To the north is the main part of the church. An open doorway leads out of the church to the east, and beyond, you can see the town graveyard. A ladder leads up into darkness.
action: Go upward
response: You are standing in the church belfry, a tiny tower above the
vestry. Far above you, shrouded in cobwebs and gloom, you can just make out a large bell attached to the roof. Dangling from the bell is a thin iron chain. Pale light filters in through narrow windows in the stone walls, and a chilling breeze whips through the tower. The only exit is down the ladder, back to the vestry.

You see a flyswatter here.
action: You take all
response: flyswatter: Taken.
action: You pull chain
response: You pull on the chain and ring the bell. A deep tone resounds through the tower, shaking the church to its very foundations. A few bats fly out of the bell, shrieking angrily. For a moment, they appear to be diving at you, but then they swerve and dart out one of the narrow windows.
action: Keep going
response: You pull on the chain and ring the bell. A deep tone resounds through the tower, shaking the church to its very foundations.
action: Climb chain
response: You grab the chain and try to hoist yourself up. Far overhead, the bell rings loudly, shaking the walls of the belfry as you try to climb the iron links. Unfortunately, the chain is too thin to climb; you can't seem to get a good grip on it.
action: You go east
response: You are at the southern end of the church graveyard. Some
headstones are shrouded in low-lying fog, while others are partially hidden by the long grass. It's obvious that the graveyard, like the church itself, hasn't been taken care of for some time. A few old stunted trees mark the boundaries to the south and east. To the west is a side entrance to the old church, and further to the north, you can see more headstones and an old mausoleum.
action: You read the stones
response: You push aside the grasses and read the names on some of the gravestones:

"Elijah Vilovitch 1745-1795"

"Tomis Rasarivin 1760-1782"

"Maryana Olgrisson 1747-1770"
action: You go north
response: You are at the north end of the graveyard. To the west is the old church; an entrance is further along the wall to the south. To the north is an ancient iron fence some twelve feet tall. To the east is an ancient mausoleum, with a few words etched in the stone above the entrance. Several gravestones are scattered amongst the weeds here.
action: You read the words
response: "Vladmir Von Rhistoven: In Morte Pax"
action: You enter the mausoleum
response: The entrance to the mausoleum is closed.
action: You look at the weeds
response: The weeds are stunted and dying. They cling to life around the scattered graves.
action: You open the mausoleum
response: You grunt and strain, but can't open the mausoleum gate. It seems to be locked.
action: You examine the fence
response: It's a twelve foot tall fence, made of wrought iron. It bars passage to the north, out onto the moors.
action: You go to the south
response: You are at the southern end of the church graveyard. Some
headstones are shrouded in low-lying fog, while others are partially hidden by the long grass. It's obvious that the graveyard, like the church itself, hasn't been taken care of for some time. A few old stunted trees mark the boundaries to the south and east. To the west is a side entrance to the old church, and further to the north, you can see more headstones and an old mausoleum.
action: Go north
response: You're standing next to a small wooden building to the west.
There's a small window on this side, but otherwise the building's wall is featureless and uninteresting. To the north and northeast are impassable moors and swamps, and to the south is the main road. The alley is littered with trash and debris.
action: You search the trash
response: It's just typical alley litter - paper and the like. You find a leaflet lying amidst the debris, which you take.
action: You read the leaflet
response: "Good for One Free Reading at Madame Hulga's, just outside of town - head west from the signpost."
action: You examine the window
response: The window is set in the west wall of the building. It's closed.
action: You open the window
response: The window won't open. It seems to be latched from the other side.
action: You look through the window
response: The window's shutters are closed. You can't see a thing.
action: You search debris
response: It's just typical alley litter - paper and the like.
action: Go northeast
response: You walk out of town, heading out into the moors. Your mind wanders
to Carolyn, and the recent strange turn of events. Where could she have gone? Is she dead? Can you still save her? Where did Doctor Trolovitch go?

The moors are dark and cold. A light rain is falling and the
rumblings of far-distant thunder reach your ears. A flash of lightning, and suddenly, she is there. Carolyn - dressed in a white robe, standing before you on the fog-covered fen! Stunned, you run toward her, calling her name. She smiles, arms outstretched, reaching for you. And then you are there, hugging her, crying - and noticing how cold she is, how pale - how very dead. Her mouth opens in a jagged smile. Cold, bone-white pointed teeth reach for your neck. You cry out as her canines puncture your throat - and go limp as your lifeblood pumps into her mouth. The world turns black -

You dream.

The dreams are endless and horrifying. You are alive, then dead,
then floating in a formless void, then somehow alive again - but not alive. You have changed - you can tell. You are no longer human. You struggle out of blackness and find yourself enclosed in wood -
action: Wood
response: Nothing happens.

A gnawing hunger is wracking your body. An icy chill grasps your stomach.
action: Scream
response: AIIIEEEYYYEEE!

Somewhere far above you, you hear faint scraping.
action: Continue
response: AIIIEEEYYYEEE!
action: You break the coffin
response: The coffin is sturdy wood, and you can't seem to break it.

The scraping above you is getting louder.
action: Look around
response: It's quite dark, but by feeling around, you discover that you're
lying in a closed pine coffin.

A gnawing hunger is wracking your body. An icy chill grasps your stomach.
action: You keep going
response: It's quite dark, but by feeling around, you discover that you're
lying in a closed pine coffin.
action: You check what you're carrying
response: You are empty-handed.
action: Open coffin
response: You grunt and strain, but there's far too much dirt on top of the coffin to push it open.

There's a loud thump on the coffin lid, like metal hitting wood.
action: Keep going
response: You push open the coffin lid. A man leaps back from your newly-opened grave, a horrified expression on his face. He falls backward and out of sight.
action: Go upwards
response: You're not going anywhere until you get out of the coffin.

A gnawing hunger is wracking your body. An icy chill grasps your stomach.
action: You get out
response: (the coffin)
Graveyard North

You are at the north end of the graveyard. To the west is the old church; an entrance is further along the wall to the south. To the north is an ancient iron fence some twelve feet tall. To the east is an ancient mausoleum, with a few words etched in the stone above the entrance. Several gravestones are scattered amongst the weeds here.

A man in priest's robes is cowering beside the headstones.

One grave has been dug up, and at the bottom of the hole is an open coffin.

You see a wooden stake and a shovel here.
action: You take all
response: wooden stake: Taken.
shovel: Taken.
action: You eat man
response: A deadly hunger draws you to the priest. You raise his head in your hands and gaze into his eyes. He's beautiful, and the throbbing pulse in his neck is somehow hypnotic. You bend in for a closer look - and sever his jugular with newly-sharp canines, feeling his hot blood on your tongue, feeling it wash over your throat in a sensual orgy of smells and tastes. The priest grows limp in your arms and soon you let him fall, dead. You have killed for the first time - but your chilling hunger is sated.
action: Look around
response: You are at the north end of the graveyard. To the west is the old church; an entrance is further along the wall to the south. To the north is an ancient iron fence some twelve feet tall. To the east is an ancient mausoleum, with a few words etched in the stone above the entrance. Several gravestones are scattered amongst the weeds here.

One grave has been dug up, and at the bottom of the hole is an open coffin.

You see a dead man here.
action: You search man
response: The man's throat has been torn open - a ghastly, gruesome sight. He's been totally drained of blood. His broken body lies beside the open grave. From his clothing, you surmise that he was a Catholic priest. Perhaps you should bury him.
action: You put the man in the grave
response: Which grave do you mean, the hole, or the gravestones?
action: You bury man
response: Somehow, you don't feel quite right about burying the priest in your grave; you feel you might need the coffin again. You dig a shallow grave in a shadowy corner of the graveyard and roll the priest into it, pulling bits of sod and leaves over the body.
action: You look around
response: You are at the north end of the graveyard. To the west is the old church; an entrance is further along the wall to the south. To the north is an ancient iron fence some twelve feet tall. To the east is an ancient mausoleum, with a few words etched in the stone above the entrance. Several gravestones are scattered amongst the weeds here.

One grave has been dug up, and at the bottom of the hole is an open coffin.
action: You go to the south
response: You are at the southern end of the church graveyard. Some
headstones are shrouded in low-lying fog, while others are partially hidden by the long grass. It's obvious that the graveyard, like the church itself, hasn't been taken care of for some time. A few old stunted trees mark the boundaries to the south and east. To the west is a side entrance to the old church, and further to the north, you can see more headstones and an old mausoleum.
action: You go west
response: You approach the church door, but suddenly, a strange pain seizes your gut. You double over in agony, and are forced to stop.
action: Go north
response: You easily scale the fence and head toward the moors.

You are walking along a lightly-travelled path that wends its way through the dark, misty moors of Rylvania. The trail curves here, continuing to the southwest and the northwest. The rain is picking up now, and the thunder and lightning are getting closer. South of here is the church graveyard, covered with a blanket of fog and mist. To the north, you hear the sounds of rushing water, but I wouldn't stray from the path if I were you - the bogs are deadly. The village is back to the southwest.
action: About yourself
response: Your skin is pale and cold to the touch, your canines are long and pointy, and you feel very strange. You seem to have become a vampire. [2]
action: Footnote 2
response: [2]: Bummer.
action: You go to the northwest
response: You are standing at a fork in the path through the moors. To the
east a short path slopes down to the river, while another track continues through the fens to the west. To the southeast, the road heads back through the moors toward the village. To the northwest the way becomes drier and the terrain begins to rise - the path in that direction leads up the side of a low hill. There's a tall signpost here.

Sitting on top of the signpost is a raven, preening its feathers.
action: You examine the sign
response: The signpost has three signs. One points northwest and reads "Gloomfen Castle." The second points southeast and reads "Gloomfen Village."
The third points west and reads "Deadly Moors - Be careful!" There's a large raven sitting atop the post. It eyes you suspiciously.
action: You examine the raven
response: It's a large black raven, a bird of ill-omen. It gives you the chills, but appears to be quite harmless.
action: You talk to the the raven
response: Please refer to your manual and/or README file for the proper syntax to use when talking to people or objects.
action: You go west
response: The road from town ends here in a clearing, a dry spot in the
endless bogs and moors. To the north you can see a rocky hill, atop which is a dark stone castle shrouded in mist. The only safe path through the bogs leads east, back toward the crossroads. A faded Gypsy tent sewn from once-bright colorful cloth stands to the west, its flap open. Stuck in the ground near the tent is a wooden sign.
action: You read sign
response: "Madame Hulga's - Enter if you seek Truth"
action: You go west
response: Moonlight filters through the thin cloth, bathing the dim interior
of the tent in subtle shades of blue, green, and red. The interior of the tent is empty save for a low table. The exit is to the east.

There's a wizened old woman here, pacing the tent and muttering to herself. She looks up as you enter, and frowns. "Well? What do you want?"
action: You ask the hulga about the reading
response: "Yes, I do readings," the old crone says. "But first you must pay me."
action: You check your inventory
response: You have a wooden stake and a shovel.
action: Go northwest
response: The terrain is rockier here than further down toward the village,
and the land slopes gently upward to the north. Further north, up a mountain, you see the stark stone towers of Castle Gloomfen, the ancestral home of the Von Rhistoven family. The trail runs from the north to the southeast. Other directions appear too rocky for easy travel.
action: Go north
response: You're standing on the edge of a rocky gorge, which is to the north. The bottom is lost somewhere deep in the mists, but far below, you can hear water crashing on the rocks. The trail ends at the edge of the gorge. A thick rope spans the chasm, vanishing into the swirling fog. The trail leads back down the hill to the south.
action: Go north
response: You put one foot on the rope, but it's just too slippery. If you try to cross you'll plunge to your death.
action: You examine the reeds
response: The dying reeds bend gently in the chilling breezes.
action: You look at the river
response: The river water is muddy and foul, and smells of decay and death.
action: Go east
response: You can't swim. Besides, you should know that vampires can't cross running water.
action: Go southeast
response: You are walking along a lightly-travelled path that wends its way through the dark, misty moors of Rylvania. The trail curves here, continuing to the southwest and the northwest. The rain is picking up now, and the thunder and lightning are getting closer. South of here is the church graveyard, covered with a blanket of fog and mist. To the north, you hear the sounds of rushing water, but I wouldn't stray from the path if I were you - the bogs are deadly. The village is back to the southwest.
action: You go southwest
response: You are near the eastern outskirts of the village. To the south is
a stately old church, weathered and in a state of disrepair. The entrance to the church stands open. To the north a narrow track runs along the side of the small wooden building you passed to the west.
The road continues west and also runs northeast, out of town and through the moors.

The night is alive now; you can't believe you didn't notice before
how bright the stars were, how the shadows on the ground contrast sharply with the bright village lights around you. Your senses are at a peak, and you feel flushed with dark purpose.

The smell of hot blood beckons you to the north. You can almost
sense the man's thoughts - and they're not thoughts that you're happy to share. Whoever lurks to the north has a sinister motive; he's a thief, and he's killed before himself.
action: Go north
response: You're standing next to a small wooden building to the west.
There's a small window on this side, but otherwise the building's wall is featureless and uninteresting. To the north and northeast are impassable moors and swamps, and to the south is the main road. The alley is littered with trash and debris.

A sinister-looking man is lurking near the window, fiddling with the shutters. He glances in your direction as you approach, his eyes narrowing, trying to spot you in the gloom. "Who's there?" he whispers. When you fail to respond, he turns back to the closed window, trying to see how it opens. You can taste his hot blood, drifting to your newly-sensitive nostrils on the brisk winds that blow off the moors.
action: Wait
response: Time passes...
action: You eat man
response: Emerging from the shadows, you pounce on the hapless thief. He
cries out only once - and then, your teeth find his neck. Slowly, savoring the warm flavors, you lap the blood from the gaping wound.
The thief begins to grow limp in your grasp, his face pale. Suddenly, with a last burst of strength, he tears away from your grasp and runs out onto the moors, screaming. Your prey has escaped, but the all-consuming hunger tearing your guts is sated - for the moment.
action: You look in the window
response: The window's shutters are closed. You can't see a thing.
action: You go north
response: The door is closed.
action: Door
response: Nothing happens.
action: You examine the building
response: The building is just north of the road. It looks like an office of some kind. Like most of the buildings in the village, it's made of wood with a fieldstone foundation.
action: You open the door
response: It seems to be latched from the other side.
action: Go west
response: You are standing outside a wooden inn at the west end of a small Rylvanian village. Flickering light streams from an open window, and a sign hangs above the doorway. The inn has seen better days - it's run-down and falling apart, and could use a good coat of paint. A path runs south, out of town, and more buildings are down the street to the east. To the west is more of the black forest. The inn is to the north.

With heightened senses, you hear the townsfolk muttering inside the inn. You sense their fear, their terror of the creatures they believe stalk the night. The smell of their blood, hot and sweet, drifts on the cool night breezes.

Everything is new and fresh. The fluttering light from inside the
inn seems to dance with a new intensity. Though it's clear you wouldn't be able to see in total darkness, your vision is sharper than it's ever been. New sensations scream for attention, and every pore in your body is tingling.
action: You go to the west
response: You are lost among the twisted, gnarled trees of the black forest.
The trees close in around you and the air is damp and cold. Somewhere off in the distance a lone wolf howls. Owls hoot, and a faint scrabbling under the leaves hints of tiny creatures of the night, searching for food. You can travel in almost all directions.

The woods seem to call your name; your heart is racing. You can
sense life all around you - the quiet stalking of predators, the mindless fear of the prey, even the gentle grace of dying trees.
Scents wash over you, and your nostrils flare involuntarily. Even though your sharpened vision tells you the trees are dying, no forest has ever seemed so alive.
action: You read the trees
response: I don't know how to read the trees.

Without warning, a lone wolf appears from the trees and meets your
gaze with yellow eyes. Strangely you feel no fear - only a strange mastery over the creature. You can even hear the beast's thoughts - "I serve you." Before you can find a way to respond, the wolf melts away into the dark wood.
action: You examine the trees
response: The black forest seems to close in around you. For a moment, you feel like you're being watched - and then, the feeling passes. The trees themselves are mostly twisted oaks, dying and shriveled in the dark autumn air.
action: You climb the tree
response: The limbs of the trees are too dead for you to safely climb them.
action: Smell
response: What do you want to smell?
action: Smell air
response: The air is cold and damp, with a faint moldy smell.
action: Smell trees
response: It smells like what you'd expect a trees to smell like.
action: Go east
response: You are standing outside a wooden inn at the west end of a small Rylvanian village. Flickering light streams from an open window, and a sign hangs above the doorway. The inn has seen better days - it's run-down and falling apart, and could use a good coat of paint. A path runs south, out of town, and more buildings are down the street to the east. To the west is more of the black forest. The inn is to the north.

With heightened senses, you hear the townsfolk muttering inside the inn. You sense their fear, their terror of the creatures they believe stalk the night. The smell of their blood, hot and sweet, drifts on the cool night breezes.
action: Go south
response: You are standing at a fork in the path, just outside a village. To
the west the trees thin out slightly, while to the east they disappear entirely, becoming an impassable swamp. Branches of the path run north and northeast. To the north you can see several buildings. The track runs south as well, back into the forest.
action: Go northeast
response: You are walking on a road through the center of the village. The street is quiet and empty; most of the local populace has already turned in for the night. Silence weighs heavily on the town, and the air is cold and leaden. To the north is a small square wooden building. The door to the building is closed. To the south is an open field. The road continues to the east and west, and a branch runs southwest as well - toward the black forest.
action: Go south
response: You're standing on a knoll, an open field a bit higher than the surrounding terrain. Tall grasses gently sway in the cool night breezes. Below you to the north you see the winking lights of Gloomfen Village and far in the distance, up a rocky mist-shrouded mountain, you can just make out a sinister-looking stone castle. To the south and west are the black Rylvanian forests. To the east is a crumbling stone church and - perhaps a half-mile away - a winding river. The only clear track leads north, back down to the village.

There's a ragged old man lying on the ground. He looks up at you through bleary eyes. "Charity for a poor fellow, kind sir?" he wheezes.
action: You look at the man
response: The old man is obviously a derelict, and is even more obviously extremely drunk. He's dressed in rags and lies on the ground, mumbling to himself. He looks up at you through bleary eyes. "Need four," he gasps.
action: You ask the man about the man
response: "How should I know?" the old man cries.
action: You ask the man about the liquor
response: The old man lights up. "Wine, you say? Give it to me!"
action: Go north
response: Rylvanian inn. "My God!" one shouts. "The one we buried the other day, back from the grave!" The patrons leap to their feet, their faces masks of fear. They leap for you and throw you to the ground, shouting and cursing, holding crosses in your face. You throw one off, then a second, but four still hold you, just barely able to keep you restrained. One raises a wooden stake above your heart and brings it down, touching your chest. Another grasps a hammer -
action: Yes
response: Bye! Thank you for playing The Horror of Rylvania!