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Oddsend A soul- searching adventure in a programmed- text web browser technic originally developed for playtesting at Archon 44 10/1/21; here patterned after "The Pilgrim's Progress" by John Bunyan.


In the earliest days of your life, you played freely with many amiable companions over the grassy slopes of the Lee of Innocence. Chasing after each other, you would easily follow the natural terrace of flowery attractions downward until you were led onto the floor of a broad valley, called the Vale of Tears. Impressed by the expanse of the scene before you, you continued onward until the sky began to darken and rain to fall; at which those who had been around you inclined each to seek a separate refuge against the sudden Chill of Disillusionment.

Looking up after this unsettling disturbance, you saw ahead a high mountain wall, forming the other side of the valley, whose heights catch the Clouds of Uncertainty and hold them within; occasioning the showers which give the valley its name. The Mountain of Guilt itself, you found to be a towering obstacle impeding your progress, but not tall enough to obscure the warm sun that rises above it each day, or the rainbows which arch from over it, and the echoes of gladdening currents that seem to pervade the air somewhere beyond its nether side: promising a brighter country there.

Feeling fairly out of place with nothing awaiting you just here, you could:


Tag along after some others.

Face about to your backtrail.

Face ahead on point.

Face right downwindward.

Face left upwindward.

The group is making its way across a Short Section of carpeted turf to where there appears to be a crowd milling about a fenced- off Induction Coil of examiners.


Step back from accountability.

Slip off to one side.

Go along for the time being.

Corralling your group around the Labor Pool cusp, a Harsh Taskmaster gives each of you a Pay Voucher and advises you of divergent paths into the nearby township where it is hoped you'll experience ways to use your talents to best advantage.


Take your place in the queue.

When turned around, you find yourself blocked by an enormous billboard set on posts with an arrow pointing into the valley. It reads: "For the upgraded upscale living you're bent on! It's now taking place in Valley Developments!".

[`revisit finds Traverse/ Travois allowing partial ascent alongside]


Cast about for reassurance.

Duck under to pass.

`Gentle (-ing) Grades down are perceived as troubling inclines up


Work back down again.

Seek a landmark and march on.

`Shifting Slides barrier, delusive fixation, avoidance of rationality


Give reflection back to currency.

Try to hold on to your remembrances.

`Setting Sun colors the sky to look like a jaundiced eye - camp through the night and once asleep will awake the next day lowered to the Valley floor.


Pick yourself up.

You enter the Sordid Straits: a dry wash narrowing from the Lee of Innocence that will funnel overflow from a nearby Diverting Channel this way along the valley floodplane when swollen by an excess of showers out of the darkening clouds added to their runoff from the mountainside.


Reconsider .

Wend on through.

In passing through the Sordid Straits, your gaze is focused on a Hightower rising up ahead.

Here a Watchman at a wall/ levee repair Gap (broken- ness) calls upon you to act (as) stand(-) in for an absentee (retainer containment).


Stand in the gap.

The Watchman consults a duty roster and gives you a Call Sheet detailing any of those with @ qualification to appear for try outs in the local municipality.


Take it away for now.

Stay on track for the jobsite.

Looking toward the southrn lowlands, you see that effluvia along the valley wall have pooled into an expanse of overgrown morass. `think you see miasma arising around a pyramidal structure

[`revisit finds Raft]


Give way to innate doubts.

Wade in at the margins.

`Swelling Swamps barrier, anxiety disorder, stressed out, driven to distraction


Shlep back out.

`? .

To the northern upcountry, a sweep of arid wind blowing down against the valley wall here has left a scraggling stretch of stunted desert landscape. `see wavering, mirage- like image of ancient habitation

[`revisit finds Sledge/ Toboggan]


Look askance from bewilderment.

Press on into the void.

`Sinking Sands barrier, lethargy, depressive dependency


Backpedal from the flats.

`? .

`city's western outskirts


Turn back toward the city.

Explore the western fields.

`meadowlands


Turn back toward the city.

Camp here.

Drive on westward.

`Sordid Straits in outflow passage


Turn back toward the meadow.

Drive on westward.

`Rough Road dirt track leading on west


Turn back toward the city.

Drive on westward.

You approach a crossroads with four branching avenues.

Looking back, a figure appears in the distance on the road behind you, following you out of the valley grange.


Wait here.

Go on west.

Turn north.

Move south.

`Secutor


Check around.

`north - hermitage enforced by ghosts (Masque of the Red Death)


Move on north.

Work in.

`west - leeway - amphitheater presented by actors


Move on west.

Work in.

`south - carnival celebrated by sirens


Move on south.

Work in.

`approaching the city from its uptown/ western side


Move out from the outskirts.

Work your way in.

Within the confines of the valley, the City of Resolve has been established by those seeking to provide a shelter for themselves - to which you have resorted out of necessity for the time being, finding employment in laboring under the mountain. Now, you have grace to reflect on your situation, and may attempt to determine for yourself the best course to lead you toward the happiness you so desire.


search about.

settle in.

An Arched Bridge over the Troubled Water connects the city's downtown with its uptown precincts. `From atop it you can see a crowd gathered by a turning of the east riverbank farther along on the downtown side.


Go see.

Cross for downtown.

Cross to uptown.

`Memorial Park [pays tribute to former city leaders]


City proper.

`uptown scan


Branch out.

Head for the bridge.

`Eldritch Eddy [pool of Bethesda, troubling of the waters]


Scout the pool.

`Rollyng Gate lands The Troubled Water flows from the northward ranges of the mountain, [`explore sources at Manorlye to the east] and turns down the valley to make for the Sea of Troubles, cutting through the heart of the City of Resolve.


Follow south.

`on Towpath along the riverside

You're approached by a 4-man Posse. Their leader tells you that they're looking for any who show signs of being the Pretender's followers. Such are to be brought in for questioning accused of being tomb robbers under Warrant from the lawmakers.


Ask for more info.


Back up.

`identifies himself as serving in the graveyard watch - produces the Warrant


Choose again.


Hand him the Quizzing Glass.

`under Quiz, Warrant's seal smolders and blackens. lose Quiz and get Wristguard as insignia for recovery of Quiz at Wardroom


Choose again.

`still on Towpath


Going `farther south.

`at Wardroom

`pass by group waiting outside at fireside - they turn and say to rep: "no that's not one of them"


Tell them your story.


Enter Wardroom.

`in to Wardroom - can recover Quiz by trading Wristguard

`one in group was drawing a likeness of you on a sketchpad while you spoke


Going `farther south.

`Joynt lands


`holder.

`Wythhold lands Fingerpost/ signpost for way to Principia town of Prince of Peace


Back up .


Pass on.

`Trading Post with Notary and Quizzing Glass


Turn back.


`Continue north.


Take the Glass.

`Manorlye lands The stream of Troubled Water is fed by the rapids of the Toilsome Torrent that chases out of sources flowing down to pool into a Lost Landing now obscured within the Mountain of Guilt. [`explore vents/ crevices]


`holder.

`relictus (those left behind) - suspicious of others


`holder.

`


`holder.

holder

Initiative ties are awarded to the opponent. Any move causes Initiative rerolls. All nonspell but Rogue's ranged attacks will be at disadvantage.


Initiatives

[ Player action option. ]


Attack roll hit -> damage.

Move in or out.

Cast effect magic.

[ Opponent attacks or else moves into range. ]


holder.

[ casting spell ]


Conclude this spellcasting.

[ Resolve action and cycle actors unless moved or defeated. ]



holder.

You are in a position to try to end the fight by engaging in an ability contest: matching your


Try contest to break off.

Not now.

holder


Choose which to use.

Lay off for now.

holder


Un/ use it.

Leave it as is.

holder


Next item.
+-------------+ | | | | | | +--/---+--+--/+ | |@ | | +-+----+-/+ | | | | | / +--/+ | | |@ | | >IIII| +---+ | +--+ | | | |##| | | | +--+ / | | / | | | | | | +---+-----+---+
II: stairs up
##: hearth
@: turnstiles

Floorplan


Next item.

NAME has regrettably been rendered "hors de combat" and will need strengthening from the Guild before being returned to the party outside. Although the Guild assumes responsibility, the player is thereby deprived of any attainments from this expedition now ended.

You complete the adventure! NAME


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