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Tetrikitty

snooped nethuns on a sail

Aug 17th, 2020
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  1. Nethuns fishily tells you: you can snoop
  2. snoop nethuns
  3. Ok, snooping Captain Nethuns.
  4. tr ok
  5. ] Reva Angelic opens a pocket in Zone.
  6. Reva Angelic puts the amethyst silk veil in a pocket in Zone.
  7. Reva Angelic closes a pocket in Zone.
  8. ] Capita tells you: ok
  9. You tell Nethuns: ok
  10. ] put fish in booty
  11. ] You put Cuttle Fish in a pocket in Booty.
  12. ] ] ] ] get bucket from booty
  13. ] You get a large bucket from a pocket in Booty.
  14. ] ] ] ] l
  15. ] [mysterious cove]
  16. @-
  17. A gently curving crescent of soft, golden sand meets the stark beauty of the cliff and the gorgeous, undulating blue of the Bay of Ephebe at this spot. Concealing rocks are distributed, seemingly at random, over the cove while at the same time providing cover from the bay for its occupants. Judging by the careful positioning of the rocks it would be quite difficult to make out the cove from the rest of the cliff-lined coastline. A gap in the rocks provides access to the sea to the west.
  18. It is a warm backspindlewinter's morning with a gentle breeze and a beautifully clear sky.
  19. There are two obvious exits: up and east.
  20. A young truffle pig and a backward walking sheep are sitting here and Reva Angelic, Fossilized Rangi and Chidder are standing here.
  21. An Impossible Voyage leaderboard is leaning against a rock.
  22. ] ] lost
  23. ] [Everlast] Reva: lets do this?
  24. ] You are not being followed by anyone.
  25. ] You are not following Reva Angelic, Fossilized Rangi, Chidder and yourself.
  26. ] ] west
  27. ] You start to swim.
  28. ] [Circle Sea]
  29. ^~~~~~~~~
  30. .^~~~~~~L
  31. g^~~~~~~
  32. gg^~~~O
  33. gg^~@O
  34. gg^~~OO
  35. ggg^ O
  36. @gg
  37. .@#
  38. This expanse of water is the surface of the Circle Sea. As with most large bodies of water, the direction which should command the greatest amount of caution is down, firstly because if you stop swimming that's the first way you're going to be heading, and secondly because it's practically impossible to tell what's lurking in wait below your dangling toes. The city of Ephebe stands on the cliffs to the east and southeast. Five miles to the northeast stands Ephebe's famous lighthouse.
  39. It is a pleasantly warm backspindlewinter's morning with almost no wind and scattered puffy clouds.
  40. There are five obvious exits: east, down, north, south and west.
  41. ] ] east
  42. ] Queued command: east
  43. ] ] [mysterious cove]
  44. @-
  45. A gently curving crescent of soft, golden sand meets the stark beauty of the cliff and the gorgeous, undulating blue of the Bay of Ephebe at this spot. Concealing rocks are distributed, seemingly at random, over the cove while at the same time providing cover from the bay for its occupants. Judging by the careful positioning of the rocks it would be quite difficult to make out the cove from the rest of the cliff-lined coastline. A gap in the rocks provides access to the sea to the west.
  46. It is a warm backspindlewinter's morning with a gentle breeze and a beautifully clear sky.
  47. There are two obvious exits: up and east.
  48. A young truffle pig and a backward walking sheep are sitting here and Reva Angelic, Fossilized Rangi and Chidder are standing here.
  49. An Impossible Voyage leaderboard is leaning against a rock.
  50. ] You stand up.
  51. ] nod
  52. ] ] ] You nod.
  53. ] ] [Everlast] Rangi: ok
  54. ] ] ] ] gs capita is snooping so try not to tell me how sexy i look
  55. ] [Everlast] Nethuns: capita is snooping so try not to tell me how sexy i look
  56. ] ] say help
  57. ] You say: help
  58. ] ] Chidder says to you in Ephebian: This Rhoupsro delivery needs to be in Ankh-Morpork in phour hours, and only our experimental dragon-powered ship, the SS Unsinkable, kan Eebo it there in time.
  59. ] Chidder asks you in Ephebian: Phor Tuegosig, hwe'll need Mea Adoswee oph skilled psailors, karrhpenters, navigators and Laymeangtelzoaylnahossign this isn't a job Abaups kan Ehz alone. A Kovoisyu skill Zeitu the harrhpoon and the breaststroke might be usephul, too, phor emergensies. Aymayt Abaups and hyerr Ahmpotgeisign up Uz it?
  60. ] [Everlast] Reva: are you talking to yourself again?
  61. ] say yes
  62. ] You say: yes
  63. ] ] Chidder eyes Fossilized Rangi, Reva Angelic and you over.
  64. ] Chidder asks you in Ephebian: This be a harrhd job, Nethuns. Aymayt Abaups Nyuegote Psigupsoa hyer've got enough psailors?
  65. ] say yes
  66. ] You say: yes
  67. ] ] lost
  68. ] Chidder says to you in Ephebian: Great! Hwe'll just get the ship ready.
  69. ] You are not being followed by anyone.
  70. ] You are not following Reva Angelic, Fossilized Rangi, Chidder and yourself.
  71. ] ] Chidder goes into the tunnels for a minute, his shouted orders echoing out from the tunnel mouth, then comes back out.
  72. ] Several smugglers carefully carry fragile-looking crates out from the tunnels, across the beach, and on board the ship.
  73. ] Several smugglers disembark the ship and stomp back across the sand to the tunnels.
  74. ] Several smugglers carefully carry wriggling swamp dragons out from the tunnels, across the beach, and on board the ship.
  75. ] Several smugglers disembark the ship and stomp back across the sand to the tunnels.
  76. ] Fossilized Rangi boards the SS Unsinkable.
  77. ] [starboard side of the upper deck]
  78. *
  79. / \
  80. +*
  81. | |
  82. v-*-@
  83. |x|x|
  84. *-*-*
  85. This is about halfway down the upper deck of the SS Unsinkable. It's not a large ship - the upper deck stretches about ten yards to fore and five yards to aft, with the giant paddlewheel behind the ship taking up another five yards. A ladder here leads down through a hatch onto the lower deck.
  86. The ship is floating peacefully at a standstill.
  87. It is a warm backspindlewinter's morning with a gentle breeze and a beautifully clear sky.
  88. There are six obvious exits: fore, aft, port, port aft, down and overboard.
  89. Fossilized Rangi is standing here.
  90. A small brass lantern is mounted on the side of the cabin.
  91. ] The loading of the ship complete, Chidder wishes you a safe and profitable trip as you climb aboard the SS Unsinkable.
  92. ] Reva Angelic boards the SS Unsinkable.
  93. ] look sea
  94. ] You look out over the sea:
  95. ~G~
  96. ~~~~~ P the Smugglers' Cove
  97. ~~@~~ H land
  98. ~~P~~ G a whirlpool
  99. HHH ~ the Circle Sea near the SS Unsinkable
  100.  
  101. ] ] port
  102. port
  103. ] Reva Angelic swaggers out nautically port.
  104. ] [middle of the upper deck]
  105. | |
  106. &-@-&
  107. |x|x|
  108. *-*-*
  109. Here, in the middle of the upper deck, a tall wooden mast rises twenty yards into the sky - a relic of when this ship was a sailing ship. It's now bare of any sails or rigging, but can still serve as a good vantage point.
  110. The ship is floating peacefully at a standstill.
  111. It is a warm backspindlewinter's morning with a gentle breeze and a beautifully clear sky.
  112. There are five obvious exits: aft, port, starboard, port aft and starboard aft.
  113. A small brass lantern is mounted on the deck.
  114. ] ] Queued command: port
  115. ] ] down
  116. ] Queued command: down
  117. ] ] [port side of the upper deck]
  118. *
  119. / \
  120. *+
  121. | |
  122. @-*-v
  123. |x|x|
  124. *-*-*
  125. This is about halfway down the upper deck of the SS Unsinkable. It's not a large ship - the upper deck stretches about ten yards to fore and five yards to aft, with the giant paddlewheel behind the ship taking up another five yards. A ladder here leads down through a hatch onto the lower deck.
  126. The ship is floating peacefully at a standstill.
  127. It is a warm backspindlewinter's morning with a gentle breeze and a beautifully clear sky.
  128. There are six obvious exits: aft, fore, starboard, starboard aft, down and overboard.
  129. Reva Angelic is standing here.
  130. A small brass lantern is mounted on the side of the cabin.
  131. ] Reva Angelic opens the hatch.
  132. ] Reva Angelic swaggers out nautically down.
  133. ] Reva Angelic closes the hatch.
  134. ] You open the hatch.
  135. ] [port corridor of the lower deck]
  136. *
  137. / \
  138. $+
  139. |
  140. @
  141. |
  142. *+
  143. This is the middle of one of the short corridors that runs the length of the lower deck, hemmed in to starboard by the cabins and to port by the side of the ship. One of the MK I Boiling Engines lies to aft. A ladder on the wall leads up through a hatch to the upper deck.
  144. There are three obvious exits: aft, fore and up.
  145. Reva Angelic is standing here.
  146. Two cargo crates are sitting on the floor and a small brass lantern is mounted on the wall.
  147. ] You close the hatch.
  148. ] aft
  149. starboard
  150. ] Reva Angelic drops two large buckets.
  151. ] [port boiler room]
  152. &+
  153. |
  154. &
  155. |
  156. @+
  157. The bulk of this corner of the lower deck is taken up by one of the MK I Boiling Engines, the notoriously unreliable contraptions that have nevertheless given the SS Unsinkable its reputation as the fastest ship in the Ephebian smugglers' fleet. From the way it completely blocks off the aft end of the port corridor, it seems like it wasn't in the original plans for the ship.
  158. There are two obvious exits: fore and starboard.
  159. A small brass lantern is mounted on the wall, a MK I Boiling Engine is bolted to the floor and a small red circle is painted on the floor in front of the boiler.
  160. ] ] Queued command: starboard
  161. ] ] You open the starboard door.
  162. ] [Store A]
  163. |
  164. *-@
  165. This is an incredibly cluttered storeroom. Piles of unknown junk are strewn about on the long shelf that runs the length of the starboard wall, the large table occupying the middle of the room, and the floor; to find anything in this mess, you'd probably have to do a little searching.
  166. There is one obvious exit: port.
  167. A small brass lantern is mounted on the wall.
  168. ] You close the port door.
  169. ] search rope
  170. ] Queued command: search rope
  171. ] ] You start to search around.
  172. ] Your quartermaster's shovel lets you dig through the junk more efficiently.
  173. ] You rummage around and dig two coils of rope out of the junk on the long wooden shelf.
  174. ] port
  175. ] Queued command: port
  176. ] ] ] ] fore
  177. ] Queued command: fore
  178. ] ] Squelch.
  179. ] You open the port door.
  180. ] [port boiler room]
  181. &+
  182. |
  183. ^
  184. |
  185. @-*
  186. The bulk of this corner of the lower deck is taken up by one of the MK I Boiling Engines, the notoriously unreliable contraptions that have nevertheless given the SS Unsinkable its reputation as the fastest ship in the Ephebian smugglers' fleet. From the way it completely blocks off the aft end of the port corridor, it seems like it wasn't in the original plans for the ship.
  187. There are two obvious exits: fore and starboard.
  188. Aggy the pale green swamp dragon is sitting in the small red circle.
  189. A small brass lantern is mounted on the wall, a MK I Boiling Engine is bolted to the floor and a small red circle is painted on the floor in front of the boiler.
  190. ] You close the starboard door.
  191. ] [port corridor of the lower deck]
  192. *
  193. / \
  194. $+
  195. |
  196. @
  197. |
  198. $+
  199. This is the middle of one of the short corridors that runs the length of the lower deck, hemmed in to starboard by the cabins and to port by the side of the ship. One of the MK I Boiling Engines lies to aft. A ladder on the wall leads up through a hatch to the upper deck.
  200. There are three obvious exits: aft, fore and up.
  201. Two cargo crates are sitting on the floor, a small brass lantern is mounted on the wall and two large buckets are on the floor.
  202. ] drag crate fore
  203. ] Reva Angelic swaggers in nautically from fore.
  204. ] Queued command: drag crate fore
  205. ] ] Reva Angelic swaggers out nautically aft.
  206. ] You get hold of the cargo crate.
  207. ] You drag the cargo crate behind you.
  208. ] [port fore corner of the lower deck]
  209. *
  210. / \
  211. @+
  212. |
  213. ^
  214. |
  215. $+
  216. This corner of the port side of the lower deck has been repurposed to hold a couple of dragon pens. Due to the characteristic flammability of swamp dragons, the floor and sides of the pens have been lined with asbestos.
  217. There are three obvious exits: aft, starboard and starboard fore.
  218. Three cargo crates are sitting on the floor and a small brass lantern is mounted on the wall.
  219. ] You let go of the cargo crate.
  220. ] aft
  221. ] Queued command: aft
  222. ] ] [port corridor of the lower deck]
  223. *
  224. / \
  225. *+
  226. |
  227. @
  228. |
  229. $+
  230. This is the middle of one of the short corridors that runs the length of the lower deck, hemmed in to starboard by the cabins and to port by the side of the ship. One of the MK I Boiling Engines lies to aft. A ladder on the wall leads up through a hatch to the upper deck.
  231. There are three obvious exits: aft, fore and up.
  232. A cargo crate is sitting on the floor, a small brass lantern is mounted on the wall and two large buckets are on the floor.
  233. ] drag crate fore
  234. ] You get hold of the cargo crate.
  235. ] You drag the cargo crate behind you.
  236. ] [port fore corner of the lower deck]
  237. *
  238. / \
  239. @+
  240. |
  241. ^
  242. |
  243. $+
  244. This corner of the port side of the lower deck has been repurposed to hold a couple of dragon pens. Due to the characteristic flammability of swamp dragons, the floor and sides of the pens have been lined with asbestos.
  245. There are three obvious exits: aft, starboard and starboard fore.
  246. Four cargo crates are sitting on the floor and a small brass lantern is mounted on the wall.
  247. ] You let go of the cargo crate.
  248. ] ] tie crates down with rope
  249. ] Queued command: tie crates down with rope
  250. ] ] starboard fore
  251. ] Queued command: starboard fore
  252. ] ] You tie four cargo crates down securely in an alpine coil with the coil of rope, preventing them from sliding.
  253. ] ] ] get boards
  254. ] Queued command: get boards&nails
  255. ] ] [fore corner of the lower deck]
  256. @
  257. / \
  258. *+ $
  259. | |
  260. This is the front end of the lower deck of the SS Unsinkable. The walls to port and starboard curve inwards to meet here at a sharp point.
  261. There are two obvious exits: port aft and starboard aft.
  262. A huge rubber plug is set into the floor, a small brass lantern is mounted on the wall, ten iron nails are in a small pile, a torn paper slip is lying on the pile of boards and five wooden boards are stacked up against the starboard wall.
  263. ] put boards in booty
  264. ] Queued command: put boards in booty
  265. ] ] As you take the wooden board, the torn paper slip on it flutters to the ground.
  266. ] You get five wooden boards and ten iron nails from the fore corner of the lower deck.
  267. ] ] ] starboard aft
  268. ] Queued command: starboard aft
  269. ] ] You put five wooden boards in a pocket in Booty.
  270. ] ] ] [starboard fore corner of the lower deck]
  271. *
  272. / \
  273. @
  274. |
  275. +^
  276. |
  277. *
  278. This corner of the starboard side of the lower deck has been repurposed with a couple of dragon pens. Due to the characteristic flammability of swamp dragons, the floor and sides of the pens have been lined with asbestos.
  279. There are two obvious exits: port fore and aft.
  280. Nugget the dark purple swamp dragon and Bitey the sky blue swamp dragon are sleeping here.
  281. Two cargo crates are sitting on the floor and a small brass lantern is mounted on the wall.
  282. ] aft
  283. ] [starboard corridor of the lower deck]
  284. *
  285. / \
  286. $
  287. |
  288. +@
  289. |
  290. *
  291. This is the middle of one of the short corridors that runs the length of the lower deck, hemmed in to port by the cabins and to starboard by the side of the ship. One of the MK I Boiling Engines lies to aft. A ladder here leads up through a hatch to the upper deck.
  292. There are four obvious exits: fore, aft, port and up.
  293. Two cargo crates are sitting on the floor and a small brass lantern is mounted on the wall.
  294. ] ] drag crate fore
  295. ] You get hold of the cargo crate.
  296. ] You drag the cargo crate behind you.
  297. ] [starboard fore corner of the lower deck]
  298. *
  299. / \
  300. @
  301. |
  302. +^
  303. |
  304. *
  305. This corner of the starboard side of the lower deck has been repurposed with a couple of dragon pens. Due to the characteristic flammability of swamp dragons, the floor and sides of the pens have been lined with asbestos.
  306. There are two obvious exits: port fore and aft.
  307. Nugget the dark purple swamp dragon and Bitey the sky blue swamp dragon are sleeping here.
  308. Three cargo crates are sitting on the floor and a small brass lantern is mounted on the wall.
  309. ] You let go of the cargo crate.
  310. ] ] aft
  311. ] Queued command: aft
  312. ] ] drag crate fore
  313. ] Queued command: drag crate fore
  314. ] ] [starboard corridor of the lower deck]
  315. *
  316. / \
  317. $
  318. |
  319. +@
  320. |
  321. *
  322. This is the middle of one of the short corridors that runs the length of the lower deck, hemmed in to port by the cabins and to starboard by the side of the ship. One of the MK I Boiling Engines lies to aft. A ladder here leads up through a hatch to the upper deck.
  323. There are four obvious exits: fore, aft, port and up.
  324. A cargo crate is sitting on the floor and a small brass lantern is mounted on the wall.
  325. ] You get hold of the cargo crate.
  326. ] You drag the cargo crate behind you.
  327. ] [starboard fore corner of the lower deck]
  328. *
  329. / \
  330. @
  331. |
  332. +^
  333. |
  334. *
  335. This corner of the starboard side of the lower deck has been repurposed with a couple of dragon pens. Due to the characteristic flammability of swamp dragons, the floor and sides of the pens have been lined with asbestos.
  336. There are two obvious exits: port fore and aft.
  337. Nugget the dark purple swamp dragon and Bitey the sky blue swamp dragon are sleeping here.
  338. Four cargo crates are sitting on the floor and a small brass lantern is mounted on the wall.
  339. ] You let go of the cargo crate.
  340. ] tie crates down with rope
  341. ] Queued command: tie crates down with rope
  342. ] ] You tie four cargo crates down securely in a monkey's fist knot with the coil of rope, preventing them from sliding.
  343. ] You feel the ship begin to move.
  344. ] You manage to keep your balance due to the confidence from your four-piece smuggling outfit.
  345. ] ] ] aft
  346. ] [starboard corridor of the lower deck]
  347. *
  348. / \
  349. $
  350. |
  351. +@
  352. |
  353. *
  354. This is the middle of one of the short corridors that runs the length of the lower deck, hemmed in to port by the cabins and to starboard by the side of the ship. One of the MK I Boiling Engines lies to aft. A ladder here leads up through a hatch to the upper deck.
  355. There are four obvious exits: fore, aft, port and up.
  356. A small brass lantern is mounted on the wall.
  357. ] ] up
  358. ] Queued command: up
  359. ] ] [starboard side of the upper deck]
  360. *
  361. / \
  362. +*
  363. | |
  364. v-*-@
  365. |x|x|
  366. *-*-*
  367. This is about halfway down the upper deck of the SS Unsinkable. It's not a large ship - the upper deck stretches about ten yards to fore and five yards to aft, with the giant paddlewheel behind the ship taking up another five yards. A ladder here leads down through a hatch onto the lower deck.
  368. The paddlewheel behind the ship is turning at a moderate pace, pushing the ship onwards through the water.
  369. It is a warm backspindlewinter's morning with a gentle breeze and a beautifully clear sky.
  370. There are six obvious exits: fore, aft, port, port aft, down and overboard.
  371. A small brass lantern is mounted on the side of the cabin.
  372. ] fore
  373. ] Queued command: fore
  374. ] ] port fore
  375. ] Queued command: port fore
  376. ] ] [starboard fore corner of the upper deck]
  377. *
  378. / \
  379. +@
  380. |
  381. -v
  382. \|x|
  383. -*-*
  384. The bridge, a small wooden room perched atop the deck, lies through the door to port. You could go around it to port fore, where the ship's wheel stands at the prow, or aft, where a ladder leads down through a hatch to the lower deck.
  385. The paddlewheel behind the ship is turning at a moderate pace, pushing the ship onwards through the water.
  386. It is a warm backspindlewinter's morning with a gentle breeze and a beautifully clear sky.
  387. There are four obvious exits: port fore, aft, port and overboard.
  388. A small brass lantern is mounted beside the door.
  389. ] turn wheel right by 1 notches
  390. ] Queued command: turn wheel right by 1 notches
  391. ] ] [fore end of the upper deck]
  392. @
  393. / \
  394. *+ +*
  395. | |
  396. This is the foremost point of the ship. The ship's wheel stands at the prow, the railings on each side of the ship meet before it at a point and the wide blue ocean lies all around you. The windowed bridge room is just aft of here, but you can go around it to port aft and starboard aft.
  397. The paddlewheel behind the ship is turning rapidly, powering the ship onwards through the water in a trail of foam.
  398. It is a warm backspindlewinter's morning with a gentle breeze and a beautifully clear sky.
  399. There are three obvious exits: port aft, starboard aft and overboard.
  400. A ship's wheel is standing at the prow and a small brass lantern is mounted on the prow.
  401. ] You take a firm two-handed grip on the ship's wheel.
  402. ] You turn the ship's wheel, which rotates one notch to the right.
  403. ] The ship shudders around you as it turns to starboard.
  404. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  405. ] You look out over the sea:
  406. *^~
  407. ~~~~~ P the Smugglers' Cove
  408. ~G@~O O a giant turtle
  409. ~~~~~ G a whirlpool
  410. ~~P ^ a forward current
  411. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  412. ] centre wheel
  413. frimble !Wheel Reset!
  414. ] You turn the ship's wheel, which rotates one notch to port.
  415. ] ] !Wheel Reset!
  416. ] ] The sun rises above the widdershins horizon and greets you for a new day.
  417. ] get sextant from component pouch into right hand
  418. look sun
  419. put sextant in component pouch
  420. ] You get a navigator's sextant from a pocket in Booty.
  421. ] You put down a set of chipped bone prayer beads from your right hand.
  422. ] You hold a navigator's sextant in your right hand.
  423. ] ] Squinting up at the sun, you determine that the ship is heading widdershins-hubwards and that you're five hundred and ninety-four miles rimwards and three miles widdershins of Ankh-Morpork.
  424. ] ] You put the navigator's sextant in a pocket in Booty.
  425. ] ] As you let go of the set of chipped bone prayer beads, some of the power within you dissipates.
  426. ] ] ] ] ] You look out over the sea:
  427. ~~~
  428. ^*^~~ $ some dire seaweed
  429. ~~@$_ _ a coral reef
  430. ~~~~~ ^ a forward current
  431. ~~~ ~ the Circle Sea near the SS Unsinkable
  432. ] get hammer
  433. ] You get a shipwright's hammer and Cuttle Fish from a pocket in Booty.
  434. ] ] hold hammer in left hand
  435. put beads
  436. ] You put down a quartermaster's shovel from your left hand.
  437. ] You hold a shipwright's hammer in your left hand.
  438. ] ] You put the set of chipped bone prayer beads and the quartermaster's shovel in a pocket in Booty.
  439. ] ] ] ] gs need a rope
  440. ] [Everlast] Nethuns: need a rope
  441. ] ] Caught in a strong forwards current, the ship vibrates intensely as it zooms ahead a few miles.
  442. ] Steering deftly into the current, you make it carry the ship further than it would have.
  443. ] You look out over the sea:
  444. -n^
  445. ~~~~~ O a giant turtle
  446. ^$@~^ _ a coral reef
  447. ~O~~~ n a rocky outcrop
  448. _~~ ^ a forward current
  449. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  450. ] turn wheel left by 2 notches
  451. ] You turn the ship's wheel, which rotates two notches to the left.
  452. ] ] turn wheel left by 2 notches
  453. ] The wheel is already turned as far to the left as it will go.
  454. ] ] The ship shudders around you as it turns sharply to port.
  455. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  456. ] You look out over the sea:
  457. ~^~
  458. _O$~- O a giant turtle
  459. ~~@~n _ a coral reef
  460. ~~~~^ n a rocky outcrop
  461. ~^~ ^ a forward current
  462. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  463. ] centre wheel
  464. ] You turn the ship's wheel, which rotates two notches to starboard.
  465. ] ] frimble !Wheel Reset!
  466. ] !Wheel Reset!
  467. ] ] i
  468. ] You are unburdened (43%) by:
  469. Holding : a shipwright's hammer (left hand).
  470. Wearing : a pink crystal ring, a baby kraken, a black leather eye patch, a silver fishhook earring, a gold and red coral ring, a gold and mahogany ring, a smuggler's longcoat, a smuggler's tricorn and Leviathan Boots.
  471. (under) : a staff harness, a Tang family crest, a keyring necklace, a club badge, a pair of gleaming grflx leather leggings, a scalemail speedo, a line of shark teeth, a soft grflx leather shirt, Booty, Kraken Scale, a sea serpent scale and some smuggler's lingerie.
  472. Carrying: Cuttle Fish, ten iron nails and two large buckets.
  473. Your purse contains only moths.
  474. ] ] The ship plows through a field of floating dire seaweed, some of which glows green and latches onto the hull aggressively!
  475. ] You look out over the sea:
  476. ^~~
  477. ~~^~~ O a giant turtle
  478. n$@~~ _ a coral reef
  479. _O~~- ^ a forward current
  480. ~~~ n a rocky outcrop
  481. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  482. ] Caught in a strong forwards current, the ship vibrates intensely as it zooms ahead a few miles.
  483. ] Steering deftly into the current, you make it carry the ship further than it would have.
  484. ] You look out over the sea:
  485. ~~^
  486. $~*-_ _ a coral reef
  487. ~~@~- ^ a forward current
  488. ~~~~~ ~ the Circle Sea near the SS Unsinkable
  489. ~~~ - some driftwood
  490. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  491. ] turn wheel right by 1 notches
  492. ] You turn the ship's wheel, which rotates one notch to the right.
  493. ] ] overboard
  494. ] You climb over the railing and jump into the sea with a splash.
  495. ] You release the ship's wheel.
  496. ] You start to swim.
  497. ] [the Circle Sea near the SS Unsinkable]
  498. ~~~~~~~^~
  499. ~~~~~~~~~
  500. ~~~~*~~-~
  501. ~~~~~~~~~
  502. ~~~~@~~~~
  503. ~~~~@~~~~
  504. ~~~~~~~~~
  505. ~~~~~~~~~
  506. ~~~~~~~~~
  507. This expanse of water is the surface of the Circle Sea. As with most large bodies of water, the direction which should command the greatest amount of caution is down, firstly because if you stop swimming that's the first way you're going to be heading, and secondly because it's practically impossible to tell what's lurking in wait below your dangling toes. The SS Unsinkable lies to the south.
  508. The SS Unsinkable's hull has a thin covering of glowing dire seaweed clinging to it, slowly dissolving the wood, and looks a little scuffed up.
  509. It is a warm backspindlewinter's morning with a gentle breeze and a beautifully clear sky.
  510. There are nine obvious exits: board, down, fore, starboard, port, starboard fore, port aft, starboard aft and port fore.
  511. ] ] cut seaweed with hammer
  512. ] Queued command: cut seaweed with hammer
  513. ] ] Clinging on to the hull for leverage, you brandish a shipwright's hammer at the dire seaweed.
  514. ] The ship turns to starboard.
  515. ] The dire seaweed clinging onto the hull glows faintly, forcing its way through the wood.
  516. ] Looking like it recognises the shipwright's hammer somehow, some of the dire seaweed detaches from the hull and flees into the ocean.
  517. ] look sea
  518. ] The sea spreads out around you in all directions:
  519. ~~~~~
  520. ~^~~~~~~~ @ SS Unsinkable
  521. ~~^~~_~~_~~ ~ the Circle Sea near the SS Unsinkable
  522. ~~~^~~~~~~~~~ ^ a forward current
  523. ~~~~~~~~~~~~~ * an iceberg
  524. ~~~~*~~-~~~~~~~ _ a coral reef
  525. ~~~~~~~~~~~~~~~ - some driftwood
  526. ~~~~~~~@~~~~~^~ $ some dire seaweed
  527. ~~~~~~~@~~~~~^~
  528. ~~~~~~~~~~~~~^~
  529. ~~~~~~~~~~~~~
  530. $~~~~~~~~~~~~
  531. ~~~~~~~~~~~
  532. ~~~~~~~~~
  533. ~~~~~
  534.  
  535. ] ] cut seaweed with hammer
  536. ] Clinging on to the hull for leverage, you brandish a shipwright's hammer at the dire seaweed.
  537. ] ] Looking like it recognises the shipwright's hammer somehow, some of the dire seaweed detaches from the hull and flees into the ocean.
  538. ] You catch the incoming piece of driftwood before it hits the hull.
  539. ] The ship steams off and you hurriedly swim along to keep up with it.
  540. ] ] ] board
  541. ] You climb aboard the ship.
  542. ] [fore end of the upper deck]
  543. @
  544. / \
  545. *+ +*
  546. | |
  547. This is the foremost point of the ship. The ship's wheel stands at the prow, the railings on each side of the ship meet before it at a point and the wide blue ocean lies all around you. The windowed bridge room is just aft of here, but you can go around it to port aft and starboard aft.
  548. The paddlewheel behind the ship is a whirring blur, skipping the ship across the water like a thrown rock.
  549. It is a warm backspindlewinter's morning with a gentle breeze and a beautifully clear sky.
  550. There are three obvious exits: port aft, starboard aft and overboard.
  551. A ship's wheel is standing at the prow and a small brass lantern is mounted on the prow.
  552. ] You stand up.
  553. ] [Tarskee leaves Discworld -- also in nus?]
  554. ] turn wheel left by 1 notches
  555. ] You take a firm two-handed grip on the ship's wheel.
  556. ] You turn the ship's wheel, which rotates one notch to the left.
  557. ] ] Squelch.
  558. ] look sea
  559. ] You look out over the sea:
  560. -~~
  561. ~^__- _ a coral reef
  562. ~*@~~ ^ a forward current
  563. ~~~~^ ~ the Circle Sea near the SS Unsinkable
  564. ~~~ - some driftwood
  565.  
  566. ] ] The ship shudders around you as it turns to port.
  567. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  568. ] Caught in a strong forwards current, the ship vibrates intensely as it zooms ahead a few miles.
  569. ] You look out over the sea:
  570. ~^.
  571. ~~~~~ @ a wrecked ship, SS Unsinkable
  572. ~~@~~ _ a coral reef
  573. ~_@.~ ^ a forward current
  574. @~~ . some floating debris
  575. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  576. ] centre wheel
  577. ] You turn the ship's wheel, which rotates one notch to starboard.
  578. ] ] frimble !Wheel Reset!
  579. ] !Wheel Reset!
  580. ] ] drop woods
  581. ] You drop a piece of driftwood.
  582. ] ] ] ] overboard
  583. ] You climb over the railing and jump into the sea with a splash.
  584. ] You release the ship's wheel.
  585. ] You start to swim.
  586. ] [the Circle Sea near the SS Unsinkable]
  587. ~~~~^~~~~
  588. ~~~~~~~~~
  589. ~~~~~~~~~
  590. ~~~~~~~~~
  591. ~~~~@~~~~
  592. ~~~~@~~~~
  593. ~~~~~~~~~
  594. ~~~~~~~~~
  595. ~_~~@~~.~
  596. This expanse of water is the surface of the Circle Sea. As with most large bodies of water, the direction which should command the greatest amount of caution is down, firstly because if you stop swimming that's the first way you're going to be heading, and secondly because it's practically impossible to tell what's lurking in wait below your dangling toes. The SS Unsinkable lies to the south.
  597. The SS Unsinkable's hull has a few strands of glowing dire seaweed clinging to it, slowly dissolving the wood, and looks a little scuffed up.
  598. It is a warm backspindlewinter's morning with a gentle breeze and a beautifully clear sky.
  599. There are nine obvious exits: board, down, fore, starboard, port, starboard fore, port aft, starboard aft and port fore.
  600. ] ] cut seaweed with hammer
  601. ] Queued command: cut seaweed with hammer
  602. ] ] Clinging on to the hull for leverage, you brandish a shipwright's hammer at the dire seaweed.
  603. ] The ship steams off and you hurriedly swim along to keep up with it.
  604. ] board
  605. ] Queued command: board
  606. ] ] Looking like it recognises the shipwright's hammer somehow, some of the dire seaweed detaches from the hull and flees into the ocean.
  607. ] You climb aboard the ship.
  608. ] [fore end of the upper deck]
  609. @
  610. / \
  611. *+ +*
  612. | |
  613. This is the foremost point of the ship. The ship's wheel stands at the prow, the railings on each side of the ship meet before it at a point and the wide blue ocean lies all around you. The windowed bridge room is just aft of here, but you can go around it to port aft and starboard aft.
  614. The paddlewheel behind the ship is a whirring blur, skipping the ship across the water like a thrown rock.
  615. It is a warm backspindlewinter's morning with a gentle breeze and a beautifully clear sky.
  616. There are three obvious exits: port aft, starboard aft and overboard.
  617. A ship's wheel is standing at the prow, a small brass lantern is mounted on the prow and a piece of driftwood is on the ground.
  618. ] You stand up.
  619. ] [Everlast] Reva: rangi, help me drag tank?
  620. ] hw
  621. ] Queued command: hw
  622. ] ] You take a firm grip on the ship's wheel.
  623. ] smash woods with cuttle fish
  624. ] Queued command: smash woods with cuttle fish
  625. ] ] Caught in a strong forwards current, the ship vibrates intensely as it zooms ahead a few miles.
  626. ] Steering deftly into the current, you make it carry the ship further than it would have.
  627. ] A ominous thud sounds from the front hull, the ship shaking violently from the collision.
  628. ] The impact nearly knocks the ship off course, but you manage to keep it steady with some skillful steering.
  629. ] You look out over the sea:
  630. ~..
  631. ~~~~- . some floating debris
  632. ~~@n~ v a backward current
  633. ~nv~~ n a rocky outcrop
  634. ~~~ ~ the Circle Sea near the SS Unsinkable
  635. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  636. ] You release the ship's wheel.
  637. ] You smash the piece of driftwood into three wooden boards with your Cuttle Fish.
  638. ] [Everlast] Rangi: ok
  639. ] turn wheel right by 1 notches
  640. ] You think you spot land in the distance. No, it was just an illusion.
  641. ] You turn the ship's wheel, which rotates one notch to the right.
  642. ] ] overboard
  643. ] You climb over the railing and jump into the sea with a splash.
  644. ] You release the ship's wheel.
  645. ] You start to swim.
  646. ] [the Circle Sea near the SS Unsinkable]
  647. ~~~~~~~~~
  648. ~~~~~~~~~
  649. ~~~~~~~~~
  650. ~~~~~~~~~
  651. ~~~~@~~~~
  652. ~~~~@~~n~
  653. ~~~~~~~~~
  654. ~~~~v~~~~
  655. ~n~~v~~~~
  656. This expanse of water is the surface of the Circle Sea. As with most large bodies of water, the direction which should command the greatest amount of caution is down, firstly because if you stop swimming that's the first way you're going to be heading, and secondly because it's practically impossible to tell what's lurking in wait below your dangling toes. The SS Unsinkable lies to the south.
  657. The SS Unsinkable's hull has a few strands of glowing dire seaweed clinging to it, slowly dissolving the wood, and looks rather dented.
  658. It is a warm backspindlewinter's morning with a gentle breeze and a beautifully clear sky.
  659. There are nine obvious exits: board, down, fore, starboard, port, starboard fore, port aft, starboard aft and port fore.
  660. ] ] [Everlast] Reva: after my search drag tank port
  661. ] cut seaweed with hammer
  662. ] Clinging on to the hull for leverage, you brandish a shipwright's hammer at the dire seaweed.
  663. ] ] The ship turns to starboard.
  664. ] The previously calm weather fades away as a rimwards gale starts building up, the sheer force of the wind pushing the ship backwards.
  665. ] The ship steams off and you hurriedly swim along to keep up with it.
  666. ] cut seaweed with hammer
  667. ] Queued command: cut seaweed with hammer
  668. ] ] Looking like it recognises the shipwright's hammer somehow, all of the remaining dire seaweed detaches from the hull and flees into the ocean.
  669. ] There's no dire seaweed on the hull right now.
  670. ] look sea
  671. ] The sea spreads out around you in all directions:
  672. ~~~~~
  673. ~~~~~~~~~ @ a wrecked ship, SS Unsinkable
  674. ~~@~~~~~~~~ . some floating debris
  675. ~~~~~~~~~~~~~ v a backward current
  676. ~~~~~~~~~~~~~ n a rocky outcrop
  677. ~.~~.~~~~~-~~~~ ~ the Circle Sea near the SS Unsinkable
  678. ~~~~~~~~~~~~~~~ - some driftwood
  679. ~~~~~~~@~~~~~~~
  680. ~~~~~~~@~~n~~~~
  681. ~~~~~~~~~~~~~~~
  682. ~~~~~~~~~~~~~
  683. ~~~~~~n~~~~~~
  684. ~~~~~~~~~~~
  685. ~~~~~~~v~
  686. ~~n~~
  687.  
  688. ] ] board
  689. ] You climb aboard the ship.
  690. ] [fore end of the upper deck]
  691. @
  692. / \
  693. *+ +*
  694. | |
  695. This is the foremost point of the ship. The ship's wheel stands at the prow, the railings on each side of the ship meet before it at a point and the wide blue ocean lies all around you. The windowed bridge room is just aft of here, but you can go around it to port aft and starboard aft.
  696. The paddlewheel behind the ship is a whirring blur, skipping the ship across the water like a thrown rock.
  697. It is a very cold backspindlewinter's morning with gale-force rimwards winds and scattered puffy clouds.
  698. There are three obvious exits: port aft, starboard aft and overboard.
  699. A ship's wheel is standing at the prow, a small brass lantern is mounted on the prow and three wooden boards are on the ground.
  700. ] You stand up.
  701. ] ] The powerful headwind causes the ship to drift off course to starboard.
  702. ] hw
  703. ] You take a firm grip on the ship's wheel.
  704. ] ] look sea
  705. ] Queued command: look sea
  706. ] ] You look out over the sea:
  707. ~*~
  708. ~~~-~ @ a wrecked ship, SS Unsinkable
  709. ~@@n~ . some floating debris
  710. n.~~~ n a rocky outcrop
  711. ~~~ ~ the Circle Sea near the SS Unsinkable
  712.  
  713. ] turn wheel left by 1 notches
  714. ] You turn the ship's wheel, which rotates one notch to the left.
  715. ] ] The ship shudders around you as it turns to port.
  716. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  717. ] You look out over the sea:
  718. v~~
  719. ~~.~* @ a wrecked ship, SS Unsinkable
  720. n@@~~ v a backward current
  721. ..~-~ . some floating debris
  722. ~~n n a rocky outcrop
  723. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit and despite the turbulent seas.
  724. ] [Everlast] Reva: nailed it
  725. ] centre wheel
  726. ] You turn the ship's wheel, which rotates one notch to starboard.
  727. ] ] frimble !Wheel Reset!
  728. ] !Wheel Reset!
  729. ] ] overboard
  730. ] You climb over the railing and jump into the sea with a splash.
  731. ] You release the ship's wheel.
  732. ] You start to swim.
  733. ] [the Circle Sea near the SS Unsinkable]
  734. ~v~~~~~~~
  735. ~~~~~~~~~
  736. ~~~~.~~~~
  737. ~~~~~~~~~
  738. ~~~~@~~~~
  739. ~@~~@~~~~
  740. ~~~~~~~~~
  741. ~~~~~~~~~
  742. ~.~~~~~-~
  743. This expanse of water is the surface of the Circle Sea. As with most large bodies of water, the direction which should command the greatest amount of caution is down, firstly because if you stop swimming that's the first way you're going to be heading, and secondly because it's practically impossible to tell what's lurking in wait below your dangling toes. The SS Unsinkable lies to the south.
  744. The SS Unsinkable's hull looks rather dented.
  745. It is a very cold backspindlewinter's morning with gale-force rimwards winds and scattered puffy clouds.
  746. There are nine obvious exits: board, down, fore, starboard, port, starboard fore, port aft, starboard aft and port fore.
  747. ] ] [Everlast] Rangi: nice
  748. ] You catch the incoming piece of shipwreck debris before it hits the hull.
  749. ] The ship steams off and you hurriedly swim along to keep up with it.
  750. ] ] ] board
  751. ] You climb aboard the ship.
  752. ] [fore end of the upper deck]
  753. @
  754. / \
  755. *+ +*
  756. | |
  757. This is the foremost point of the ship. The ship's wheel stands at the prow, the railings on each side of the ship meet before it at a point and the wide blue ocean lies all around you. The windowed bridge room is just aft of here, but you can go around it to port aft and starboard aft.
  758. The paddlewheel behind the ship is a whirring blur, skipping the ship across the water like a thrown rock.
  759. It is a very cold backspindlewinter's morning with gale-force rimwards winds and scattered puffy clouds.
  760. There are three obvious exits: port aft, starboard aft and overboard.
  761. A ship's wheel is standing at the prow, a small brass lantern is mounted on the prow and three wooden boards are on the ground.
  762. ] You stand up.
  763. ] ] hw
  764. ] You take a firm grip on the ship's wheel.
  765. ] ] drop woods
  766. ] You drop a piece of shipwreck debris.
  767. ] ] look sea
  768. ] Queued command: look sea
  769. ] ] ] ] You look out over the sea:
  770. ~^~
  771. ~v~~~ @ a wrecked ship, SS Unsinkable
  772. ~~@~* ^ a forward current
  773. n@~~~ v a backward current
  774. .~- n a rocky outcrop
  775.  
  776. ] The powerful headwind causes the ship to drift off course to starboard.
  777. ] You look out over the sea:
  778. =*=
  779. -^~~* @ SS Unsinkable, a wrecked ship
  780. ~~@~~ O a giant turtle
  781. Ov~~~ ^ a forward current
  782. ~n@ v a backward current
  783. ] turn wheel left by 1 notches
  784. ] You turn the ship's wheel, which rotates one notch to the left.
  785. ] ] The ship shudders around you as it turns to port.
  786. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  787. ] Caught in a strong forwards current, the ship vibrates intensely as it zooms ahead a few miles.
  788. ] Steering deftly into the current, you make it carry the ship further than it would have.
  789. ] A soft crunch sounds from the front hull as the ship runs over something small.
  790. ] You look out over the sea:
  791. O~^
  792. ~~-~~ O a giant turtle
  793. ~~@~~ n a rocky outcrop
  794. ^~^n~ ^ a forward current
  795. ~*^ ~ the Circle Sea near the SS Unsinkable
  796. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit and despite the turbulent seas.
  797. ] turn wheel right by 2 notches
  798. ] You turn the ship's wheel, which rotates two notches to the right.
  799. ] ] ] The ship shudders around you as it turns to starboard.
  800. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  801. ] You look out over the sea:
  802. ~=n
  803. ~^~~O O a giant turtle
  804. ~~@~- n a rocky outcrop
  805. O--~~ ^ a forward current
  806. ~~^ ~ the Circle Sea near the SS Unsinkable
  807. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit and despite the turbulent seas.
  808. ] turn wheel left by 2 notches
  809. ] You turn the ship's wheel, which rotates two notches to the left.
  810. ] ] Fossilized Rangi arrives from starboard aft.
  811. ] The ship shudders around you as it turns to port.
  812. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  813. ] Caught in a strong forwards current, the ship vibrates intensely as it zooms ahead a few miles.
  814. ] Steering deftly into the current, you make it carry the ship further than it would have.
  815. ] The powerful headwind causes the ship to drift off course to starboard.
  816. ] You look out over the sea:
  817. ~__
  818. ~~~~~ _ a coral reef
  819. ~v@~. . some floating debris
  820. ~~n~~ v a backward current
  821. ~^n n a rocky outcrop
  822. ] You release the ship's wheel.
  823. ] Fossilized Rangi is thrown off his feet out to starboard aft.
  824. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit and despite the turbulent seas.
  825. ] Fossilized Rangi arrives from starboard aft.
  826. ] The ship shudders around you as it turns to port.
  827. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  828. ] You look out over the sea:
  829. *~~
  830. ~~~~_ _ a coral reef
  831. ~v@~_ v a backward current
  832. *~~~. . some floating debris
  833. n~~ ~ the Circle Sea near the SS Unsinkable
  834. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit and despite the turbulent seas.
  835. ] centre wheel
  836. ] You turn the ship's wheel, which rotates one notch to starboard.
  837. ] ] frimble !Wheel Reset!
  838. ] !Wheel Reset!
  839. ] ] Fossilized Rangi gives a coil of rope to you.
  840. ] ] ] You look out over the sea:
  841. ==~
  842. ~*~~G G a whirlpool
  843. ~~@~_ _ a coral reef
  844. ~v~~_ v a backward current
  845. ~~~ ~ the Circle Sea near the SS Unsinkable
  846. ] tie me to railing with rope
  847. ] You tie the coil of rope securely in a butterfly knot around your waist.
  848. ] ] ] ] gs thanks rng
  849. ] [Everlast] Nethuns: thanks rng
  850. ] ] turn wheel right by 1 notches
  851. ] You turn the ship's wheel, which rotates one notch to the right.
  852. ] ] [Everlast] Rangi: cool
  853. ] The ship shudders around you as it turns to starboard.
  854. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  855. ] The powerful headwind causes the ship to drift off course to starboard.
  856. ] You look out over the sea:
  857. _n~
  858. ~~G__ _ a coral reef
  859. ~~@~~ G a whirlpool
  860. ~=~~~ n a rocky outcrop
  861. =*~ ~ the Circle Sea near the SS Unsinkable
  862. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit and despite the turbulent seas.
  863. ] turn wheel left by 2 notches
  864. ] Fossilized Rangi leaves port aft.
  865. ] You turn the ship's wheel, which rotates two notches to the left.
  866. ] ] Reva Angelic swaggers in nautically from starboard aft.
  867. ] The ship shudders around you as it turns to port.
  868. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  869. ] You look out over the sea:
  870. =v=
  871. ~~~_~ _ a coral reef
  872. G~@n~ G a whirlpool
  873. ~~~G~ v a backward current
  874. ~~~ ~ the Circle Sea near the SS Unsinkable
  875. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit and despite the turbulent seas.
  876. ] Reva Angelic drops twelve iron nails and two coils of rope.
  877. ] Reva Angelic swaggers out nautically port aft.
  878. ] get nails
  879. ] You release the ship's wheel.
  880. ] You get twelve iron nails from the fore end of the upper deck.
  881. ] ] ] ] [Everlast] Reva: tell me when fog
  882. ] The ship shudders around you as it turns to port.
  883. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  884. ] You look out over the sea:
  885. -~v
  886. G~~=v _ a coral reef
  887. ~~@~= G a whirlpool
  888. =~~_~ v a backward current
  889. ~Gn n a rocky outcrop
  890. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit and despite the turbulent seas.
  891. ] centre wheel
  892. frimble !Wheel Reset!
  893. ] You turn the ship's wheel, which rotates one notch to starboard.
  894. ] ] !Wheel Reset!
  895. ] ] Squelch.
  896. ] gs willdo
  897. ] [Everlast] Nethuns: willdo
  898. ] ] The powerful headwind causes the ship to drift off course to starboard.
  899. ] You look out over the sea:
  900. ~~~
  901. ~~v== _ a coral reef
  902. ~-@~~ G a whirlpool
  903. G~~~_ v a backward current
  904. ~=~ ~ the Circle Sea near the SS Unsinkable
  905. ] turn wheel left by 1 notches
  906. ] You turn the ship's wheel, which rotates one notch to the left.
  907. ] ] gs 400
  908. ] [Everlast] Nethuns: 400
  909. ] ] The ship shudders around you as it turns to port.
  910. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  911. ] You look out over the sea:
  912. ~=~
  913. ~~~~~ G a whirlpool
  914. G-@v~ v a backward current
  915. G~~=v ~ the Circle Sea near the SS Unsinkable
  916. ~~~ - some driftwood
  917. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit and despite the turbulent seas.
  918. ] turn wheel right by 1 notches
  919. ] You turn the ship's wheel, which rotates one notch to the right.
  920. ] ] You look out over the sea:
  921. -*~
  922. ~~=~~ G a whirlpool
  923. ~~@~~ v a backward current
  924. G-~v~ ~ the Circle Sea near the SS Unsinkable
  925. ~~= - some driftwood
  926. ] turn wheel right by 1 notches
  927. ] You turn the ship's wheel, which rotates one notch to the right.
  928. ] ] Your baby kraken stares at you adoringly, his tentacles knotting in your hair.
  929. ] The ship shudders around you as it turns to starboard.
  930. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  931. ] As you complete the first leg of your impossible voyage, you feel like the experience of sailing across the sea has been enlightening. (112000 xp)
  932. ] The howling winds fade away as the ship enters a huge bank of fog.
  933. ] You look out over the sea:
  934. ~~~
  935. =~~~n n a rocky outcrop
  936. ~*@~~ ~ the Circle Sea near the SS Unsinkable
  937. -=~~~ = an ice floe
  938. ~-~ - some driftwood
  939. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  940. ] turn wheel left by 2 notches
  941. ] You turn the ship's wheel, which rotates two notches to the left.
  942. ] ] gs fog
  943. ] [Everlast] Nethuns: fog
  944. ] ] [Everlast] Reva: counting your fingers again?
  945. ] The ship shudders around you as it turns to port.
  946. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  947. ] You look out over the sea:
  948. ???
  949. ?=~~? ? dense fog
  950. ?*@~? ~ the Circle Sea near the SS Unsinkable
  951. ?=~~? = an ice floe
  952. ??? * an iceberg
  953. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  954. ] centre wheel
  955. ] You turn the ship's wheel, which rotates one notch to starboard.
  956. ] ] frimble !Wheel Reset!
  957. ] !Wheel Reset!
  958. ] ] You look out over the sea:
  959. ???
  960. ?~~*? ? dense fog
  961. ?=@~? ~ the Circle Sea near the SS Unsinkable
  962. ?*~~? = an ice floe
  963. ??? * an iceberg
  964. ] gs 11 fingers
  965. ] [Everlast] Nethuns: 11 fingers
  966. ] ] Fog drifts in, shrouding the surroundings of the ship in murky white.
  967. ] You look out over the sea:
  968. ???
  969. ??~?? * an iceberg
  970. ?~@*? ? dense fog
  971. ??~?? ~ the Circle Sea near the SS Unsinkable
  972. ???
  973. ] [Everlast] Reva: lemme check dragos then wil mast
  974. ] You look out over the sea:
  975. ???
  976. ??~?? ? dense fog
  977. ?=@~? ~ the Circle Sea near the SS Unsinkable
  978. ??~?? = an ice floe
  979. ???
  980. ] Squelch.
  981. ] gs alright
  982. ] [Everlast] Nethuns: alright
  983. ] ] You look out over the sea:
  984. ???
  985. ??v?? ? dense fog
  986. ?^@~? v a backward current
  987. ??~?? ^ a forward current
  988. ??? ~ the Circle Sea near the SS Unsinkable
  989. ] turn wheel right by 1 notches
  990. ] You turn the ship's wheel, which rotates one notch to the right.
  991. ] ] The ship shudders around you as it turns to starboard.
  992. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  993. ] The ship abruptly starts spinning in circles. After a few rounds, it manages to escape the whirlpool, heading in a different direction from before.
  994. ] You think that you're completely turned around from where you were headed before.
  995. ] Fog drifts in, shrouding the surroundings of the ship in murky white.
  996. ] You look out over the sea:
  997. ???
  998. ????? ? dense fog
  999. ??@??
  1000. ?????
  1001. ???
  1002. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  1003. ] centre wheel
  1004. ] You turn the ship's wheel, which rotates one notch to port.
  1005. ] ] frimble !Wheel Reset!
  1006. ] !Wheel Reset!
  1007. ] ] turn wheel right by 2 notches
  1008. ] You turn the ship's wheel, which rotates two notches to the right.
  1009. ] ] The ship shudders around you as it turns sharply to starboard.
  1010. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  1011. ] You look out over the sea:
  1012. ???
  1013. ????? ? dense fog
  1014. ??@??
  1015. ?????
  1016. ???
  1017. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  1018. ] The ship shudders around you as it turns sharply to starboard.
  1019. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  1020. ] You look out over the sea:
  1021. ???
  1022. ??-?? ? dense fog
  1023. ?~@~? ~ the Circle Sea near the SS Unsinkable
  1024. ??~?? - some driftwood
  1025. ???
  1026. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  1027. ] centre wheel
  1028. ] You turn the ship's wheel, which rotates two notches to port.
  1029. ] ] frimble !Wheel Reset!
  1030. ] !Wheel Reset!
  1031. ] ] overboard
  1032. ] You climb over the railing and jump into the sea with a splash.
  1033. ] You release the ship's wheel.
  1034. ] You start to swim.
  1035. ] [the Circle Sea near the SS Unsinkable]
  1036. ~-~
  1037. ~~~~~
  1038. ~~@~~
  1039. ~~@~~
  1040. ~~~
  1041. This expanse of water is the surface of the Circle Sea. As with most large bodies of water, the direction which should command the greatest amount of caution is down, firstly because if you stop swimming that's the first way you're going to be heading, and secondly because it's practically impossible to tell what's lurking in wait below your dangling toes. The SS Unsinkable lies to the south.
  1042. The SS Unsinkable's hull looks rather dented.
  1043. It is a slightly chilly backspindlewinter's morning with almost no wind and heavy fog.
  1044. There are nine obvious exits: board, down, fore, starboard, port, starboard fore, port aft, starboard aft and port fore.
  1045. ] ] You catch the incoming piece of driftwood before it hits the hull.
  1046. ] Fog drifts in, shrouding the surroundings of the ship in murky white.
  1047. ] The ship steams off, dragging you along by the rope tied around your waist.
  1048. ] board
  1049. ] You climb aboard the ship.
  1050. ] [fore end of the upper deck]
  1051. @
  1052. / \
  1053. This is the foremost point of the ship. The ship's wheel stands at the prow, the railings on each side of the ship meet before it at a point and the wide blue ocean lies all around you. The windowed bridge room is just aft of here, but you can go around it to port aft and starboard aft.
  1054. The paddlewheel behind the ship is a whirring blur, skipping the ship across the water like a thrown rock.
  1055. It is a slightly chilly backspindlewinter's morning with almost no wind and heavy fog.
  1056. There are three obvious exits: port aft, starboard aft and overboard.
  1057. Two coils of rope are coiled in a heap, a ship's wheel is standing at the prow, a small brass lantern is mounted on the prow, three wooden boards and a piece of shipwreck debris are on the ground and a coil of rope is tying you to a railing.
  1058. ] You stand up.
  1059. ] ] ] ] drop woods
  1060. ] You drop a piece of driftwood.
  1061. ] ] hw
  1062. ] You take a firm grip on the ship's wheel.
  1063. ] ] ] ] look sea
  1064. ] Queued command: look sea
  1065. ] ] You look out over the sea:
  1066. ???
  1067. ????? ? dense fog
  1068. ??@??
  1069. ?????
  1070. ???
  1071.  
  1072. ] You hear the distinctive sound of an angry giant turtle bellowing, followed by the rather less distinctive sound of a giant bite being taken out of the ship.
  1073. ] The hull groans alarmingly. It's taking quite a beating.
  1074. ] You look out over the sea:
  1075. ???
  1076. ????? ? dense fog
  1077. ??@??
  1078. ?????
  1079. ???
  1080. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  1081. ] i
  1082. ] You are unburdened (43%) by:
  1083. Holding : a shipwright's hammer (left hand).
  1084. Wearing : a pink crystal ring, a baby kraken, a black leather eye patch, a silver fishhook earring, a gold and red coral ring, a gold and mahogany ring, a smuggler's longcoat, a smuggler's tricorn and Leviathan Boots.
  1085. (under) : a staff harness, a Tang family crest, a keyring necklace, a club badge, a pair of gleaming grflx leather leggings, a scalemail speedo, a line of shark teeth, a soft grflx leather shirt, Booty, Kraken Scale, a sea serpent scale and some smuggler's lingerie.
  1086. Carrying: Cuttle Fish, many iron nails and two large buckets.
  1087. Your purse contains only moths.
  1088. ] ] Caught in a strong forwards current, the ship vibrates intensely as it zooms ahead a few miles.
  1089. ] Steering deftly into the current, you make it carry the ship further than it would have.
  1090. ] A soft thump comes from the front hull as the ship runs over something small.
  1091. ] The hull groans alarmingly! Something, probably an important something, breaks with an distant snap.
  1092. ] You look out over the sea:
  1093. ???
  1094. ????? ? dense fog
  1095. ??@??
  1096. ?????
  1097. ???
  1098. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  1099. ] get 3 boards
  1100. ] You release the ship's wheel.
  1101. ] You release the ship's wheel.
  1102. ] You release the ship's wheel.
  1103. ] You get three wooden boards from the fore end of the upper deck.
  1104. ] ] ] ] overboard
  1105. repair hull with boards and nails
  1106. board
  1107. ] You climb over the railing and jump into the sea with a splash.
  1108. ] You release the ship's wheel.
  1109. ] You start to swim.
  1110. ] [the Circle Sea near the SS Unsinkable]
  1111. ~
  1112. ~@~
  1113. @
  1114. This expanse of water is the surface of the Circle Sea. As with most large bodies of water, the direction which should command the greatest amount of caution is down, firstly because if you stop swimming that's the first way you're going to be heading, and secondly because it's practically impossible to tell what's lurking in wait below your dangling toes. The SS Unsinkable lies to the south.
  1115. The SS Unsinkable's hull is badly cracked.
  1116. It is a slightly chilly backspindlewinter's morning with almost no wind and heavy fog.
  1117. There are nine obvious exits: board, down, fore, starboard, port, starboard fore, port aft, starboard aft and port fore.
  1118. ] ] Each strike of your shipwright's hammer lands as if guided by your will.
  1119. ] You slowly nail three boards onto the ship's hull, sealing some of the worse holes in it.
  1120. ] ] Queued command: board
  1121. ] ] ] ] You climb aboard the ship.
  1122. ] [fore end of the upper deck]
  1123. @
  1124. / \
  1125. This is the foremost point of the ship. The ship's wheel stands at the prow, the railings on each side of the ship meet before it at a point and the wide blue ocean lies all around you. The windowed bridge room is just aft of here, but you can go around it to port aft and starboard aft.
  1126. The paddlewheel behind the ship is a whirring blur, skipping the ship across the water like a thrown rock.
  1127. It is a slightly chilly backspindlewinter's morning with almost no wind and heavy fog.
  1128. There are three obvious exits: port aft, starboard aft and overboard.
  1129. Two coils of rope are coiled in a heap, a ship's wheel is standing at the prow, a small brass lantern is mounted on the prow, a piece of shipwreck debris and a piece of driftwood are on the ground and a coil of rope is tying you to a railing.
  1130. ] You stand up.
  1131. ] hw
  1132. ] Fog drifts in, shrouding the surroundings of the ship in murky white.
  1133. ] You take a firm grip on the ship's wheel.
  1134. ] ] smash woods with cuttle fish
  1135. ] You release the ship's wheel.
  1136. ] You release the ship's wheel.
  1137. ] You smash the piece of driftwood and the piece of shipwreck debris into six wooden boards with your Cuttle Fish.
  1138. ] ] smash woods with cuttle fish
  1139. ] Cannot find "driftwood&debris", no match.
  1140. Cannot find "driftwood&debris", no match.
  1141. ] ] A loud thump comes from fore, the ship shaking violently from the collision.
  1142. ] The impact nearly knocks the ship off course, but you manage to keep it steady with some skillful steering.
  1143. ] You look out over the sea:
  1144. ???
  1145. ????? ? dense fog
  1146. ??@??
  1147. ?????
  1148. ???
  1149. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  1150. ] get 3 boards
  1151. ] You release the ship's wheel.
  1152. ] You release the ship's wheel.
  1153. ] You release the ship's wheel.
  1154. ] You get three wooden boards from the fore end of the upper deck.
  1155. ] ] ] ] You look out over the sea:
  1156. ???
  1157. ????? ? dense fog
  1158. ??@??
  1159. ?????
  1160. ???
  1161. ] The ship pitches and sways as it rides atop the waves.
  1162. ] Fog drifts in, shrouding the surroundings of the ship in murky white.
  1163. ] You look out over the sea:
  1164. ???
  1165. ????? ? dense fog
  1166. ??@??
  1167. ?????
  1168. ???
  1169. ] [Everlast] Reva: turn
  1170. ] turn wheel left by 1 notches
  1171. ] You turn the ship's wheel, which rotates one notch to the left.
  1172. ] ] The ship shudders around you as it turns to port.
  1173. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  1174. ] You look out over the sea:
  1175. ???
  1176. ????? ? dense fog
  1177. ??@??
  1178. ?????
  1179. ???
  1180. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  1181. ] centre wheel
  1182. ] You turn the ship's wheel, which rotates one notch to starboard.
  1183. ] ] frimble !Wheel Reset!
  1184. ] !Wheel Reset!
  1185. ] ] You look out over the sea:
  1186. ???
  1187. ????? ? dense fog
  1188. ??@??
  1189. ?????
  1190. ???
  1191. ] Fog drifts in, shrouding the surroundings of the ship in murky white.
  1192. ] You look out over the sea:
  1193. ???
  1194. ????? ? dense fog
  1195. ??@??
  1196. ?????
  1197. ???
  1198. ] You look out over the sea:
  1199. ???
  1200. ????? ? dense fog
  1201. ??@??
  1202. ?????
  1203. ???
  1204. ] [Everlast] Reva: gotta go down in a sec
  1205. ] Fossilized Rangi arrives from starboard aft.
  1206. ] You look out over the sea:
  1207. ???
  1208. ????? ? dense fog
  1209. ??@??
  1210. ?????
  1211. ???
  1212. ] Fossilized Rangi drops a coil of rope.
  1213. ] [Everlast] Reva: zoom
  1214. ] Fossilized Rangi drops a coil of rope.
  1215. ] get sextant from component pouch into right hand
  1216. ] Fossilized Rangi leaves starboard aft.
  1217. ] You get a navigator's sextant from a pocket in Booty.
  1218. ] You hold a navigator's sextant in your right hand.
  1219. ] ] Caught in a strong forwards current, the ship vibrates intensely as it zooms ahead a few miles.
  1220. ] Steering deftly into the current, you make it carry the ship further than it would have.
  1221. ] Fog drifts in, shrouding the surroundings of the ship in murky white.
  1222. ] You look out over the sea:
  1223. ???
  1224. ????? ? dense fog
  1225. ??@??
  1226. ?????
  1227. ???
  1228. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  1229. ] ] ] look stars
  1230. put sextant in component pouch
  1231. ] The stars aren't out right now. Perhaps you could look at the sun instead?
  1232. ] ] You put the navigator's sextant in a pocket in Booty.
  1233. ] ] ] ] get sextant from component pouch into right hand
  1234. ] You get a navigator's sextant from a pocket in Booty.
  1235. ] You hold a navigator's sextant in your right hand.
  1236. ] ] look sun
  1237. put sextant in component pouch
  1238. ] Squinting up at the sun, you determine that the ship is heading hubwards and that you're three hundred and thirty miles rimwards and eighteen miles widdershins of Ankh-Morpork.
  1239. ] ] You put the navigator's sextant in a pocket in Booty.
  1240. ] ] ] ] As you complete the second leg of your impossible voyage, you feel like the experience of sailing across the sea has been enlightening. (112000 xp)
  1241. ] The ship leaves the huge bank of fog as the weather calms.
  1242. ] You look out over the sea:
  1243. ???
  1244. ????? ? dense fog
  1245. ??@??
  1246. ?????
  1247. ???
  1248. ] look sea
  1249. ] You look out over the sea:
  1250. ~~~
  1251. ~v~~~ O a giant turtle
  1252. ~~@=~ v a backward current
  1253. ^$~~~ ^ a forward current
  1254. ~~O ~ the Circle Sea near the SS Unsinkable
  1255.  
  1256. ] ] gs cool
  1257. ] [Everlast] Nethuns: cool
  1258. ] ] You look out over the sea:
  1259. ~-~
  1260. ~~~~G G a whirlpool
  1261. ~v@~~ v a backward current
  1262. ~~~=~ ~ the Circle Sea near the SS Unsinkable
  1263. $~~ - some driftwood
  1264. ] gs fog done
  1265. ] Queued command: gs fog done
  1266. ] ] [Everlast] Nethuns: fog done
  1267. ] gs kraken in 20
  1268. ] [Everlast] Nethuns: kraken in 20
  1269. ] ] You look out over the sea:
  1270. ~v~
  1271. ~~-~~ G a whirlpool
  1272. ~~@~G v a backward current
  1273. ~v~~~ ~ the Circle Sea near the SS Unsinkable
  1274. ~~= - some driftwood
  1275. ] turn wheel right by 1 notches
  1276. ] You turn the ship's wheel, which rotates one notch to the right.
  1277. ] ] The ship shudders around you as it turns to starboard.
  1278. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  1279. ] You look out over the sea:
  1280. ~~~
  1281. ~-~~~ v a backward current
  1282. ~~@~~ ~ the Circle Sea near the SS Unsinkable
  1283. ~~v~= - some driftwood
  1284. ~~~ = an ice floe
  1285. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  1286. ] centre wheel
  1287. ] You turn the ship's wheel, which rotates one notch to port.
  1288. ] ] frimble !Wheel Reset!
  1289. ] !Wheel Reset!
  1290. ] ] l
  1291. ] Queued command: l
  1292. ] ] [Everlast] Reva: we got axes?
  1293. ] [fore end of the upper deck]
  1294. @
  1295. / \
  1296. *+ +*
  1297. | |
  1298. This is the foremost point of the ship. The ship's wheel stands at the prow, the railings on each side of the ship meet before it at a point and the wide blue ocean lies all around you. The windowed bridge room is just aft of here, but you can go around it to port aft and starboard aft.
  1299. The paddlewheel behind the ship is a whirring blur, driving the ship onwards through the water in a trail of foam.
  1300. It is a warm backspindlewinter's morning with a gentle breeze and a beautifully clear sky.
  1301. There are three obvious exits: port aft, starboard aft and overboard.
  1302. Four coils of rope are coiled in a heap, a ship's wheel is standing at the prow, a small brass lantern is mounted on the prow, three wooden boards are on the ground and a coil of rope is tying you to a railing.
  1303. ] You look out over the sea:
  1304. ^~*
  1305. O~~~~ O a giant turtle
  1306. Ov@GG ^ a forward current
  1307. ~-~~~ v a backward current
  1308. ~v~ ~ the Circle Sea near the SS Unsinkable
  1309. ] [Everlast] Rangi: naw
  1310. ] gs dunno
  1311. ] [Everlast] Nethuns: dunno
  1312. ] ] You look out over the sea:
  1313. ^~-
  1314. ~^~*~ * an iceberg
  1315. -~@*~ O a giant turtle
  1316. O~~~~ ^ a forward current
  1317. -~~ ~ the Circle Sea near the SS Unsinkable
  1318. ] turn wheel left by 1 notches
  1319. ] You turn the ship's wheel, which rotates one notch to the left.
  1320. ] ] gs hes here
  1321. ] [Everlast] Nethuns: hes here
  1322. ] ] The ship shudders around you as it turns to port.
  1323. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  1324. ] You look out over the sea:
  1325. ~~^
  1326. O~^~- O a giant turtle
  1327. v~@*~ G a whirlpool
  1328. -~~*~ ^ a forward current
  1329. ~G~ v a backward current
  1330. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  1331. ] centre wheel
  1332. ] You turn the ship's wheel, which rotates one notch to starboard.
  1333. ] ] frimble !Wheel Reset!
  1334. ] !Wheel Reset!
  1335. ] ] Caught in a strong forwards current, the ship vibrates intensely as it zooms ahead a few miles.
  1336. ] Steering deftly into the current, you make it carry the ship further than it would have.
  1337. ] You hear the distinctive sound of an angry giant turtle bellowing, followed by the rather less distinctive sound of a giant bite being taken out of the ship.
  1338. ] The hull groans alarmingly. It seems to be creaking a little more than before.
  1339. ] You look out over the sea:
  1340. _~~
  1341. ~~=~~ _ a coral reef
  1342. ~~@~~ O a giant turtle
  1343. O~~n~ G a whirlpool
  1344. ~~G n a rocky outcrop
  1345. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  1346. ] turn wheel left by 1 notches
  1347. ] You turn the ship's wheel, which rotates one notch to the left.
  1348. ] ] The ship shudders around you as it turns to port.
  1349. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  1350. ] You look out over the sea:
  1351. ~~_
  1352. O~~=~ _ a coral reef
  1353. ~~@~~ O a giant turtle
  1354. ~~n~~ G a whirlpool
  1355. G~~ n a rocky outcrop
  1356. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  1357. ] centre wheel
  1358. ] You turn the ship's wheel, which rotates one notch to starboard.
  1359. ] ] frimble !Wheel Reset!
  1360. ] !Wheel Reset!
  1361. ] ] [Everlast] Rangi: hiding
  1362. ] You look out over the sea:
  1363. ~~^
  1364. O~~_~ _ a coral reef
  1365. n~@~~ O a giant turtle
  1366. O~O=~ ^ a forward current
  1367. ~n~ n a rocky outcrop
  1368. ] A massive sea serpent crests from the water ahead of the ship, seawater sloughing off its dinner-plate-sized scales. In a flash, it wraps the SS Unsinkable in its tail and eyes you as though you were its next meal - which you might well be, if you don't find a way to drive it off.
  1369. ] [Everlast] Reva: on deck
  1370. ] gs say when
  1371. ] [Everlast] Nethuns: say when
  1372. ] ] (Fish) Vy's wispy voice comes from the silver fishhook earring, saying: OMG!
  1373. ] l
  1374. ] [fore end of the upper deck]
  1375. @
  1376. / \
  1377. *+ +*
  1378. | |
  1379. This is the foremost point of the ship. The ship's wheel stands at the prow, the railings on each side of the ship meet before it at a point and the wide blue ocean lies all around you. The windowed bridge room is just aft of here, but you can go around it to port aft and starboard aft.
  1380. The paddlewheel behind the ship is turning at a moderate pace, pushing the ship onwards through the water.
  1381. A huge sea serpent is coiled around the ship, eyeing you hungrily.
  1382. It is a warm backspindlewinter's morning with a gentle breeze and a beautifully clear sky.
  1383. There are three obvious exits: port aft, starboard aft and overboard.
  1384. Four coils of rope are coiled in a heap, a ship's wheel is standing at the prow, a small brass lantern is mounted on the prow, three wooden boards are on the ground and a coil of rope is tying you to a railing.
  1385. ] ] With a hungry glint in its eye, the sea serpent strikes forward swiftly at you from above. Run!
  1386. ] i
  1387. ] You are unburdened (45%) by:
  1388. Holding : a shipwright's hammer (left hand).
  1389. Wearing : a pink crystal ring, a baby kraken, a black leather eye patch, a silver fishhook earring, a gold and red coral ring, a gold and mahogany ring, a smuggler's longcoat, a smuggler's tricorn and Leviathan Boots.
  1390. (under) : a staff harness, a Tang family crest, a keyring necklace, a club badge, a pair of gleaming grflx leather leggings, a scalemail speedo, a line of shark teeth, a soft grflx leather shirt, Booty, Kraken Scale, a sea serpent scale and some smuggler's lingerie.
  1391. Carrying: three wooden boards, Cuttle Fish, sixteen iron nails and two large buckets.
  1392. Your purse contains only moths.
  1393. ] ] port aft
  1394. ] You quickly run out of the way of the attack.
  1395. ] You release the ship's wheel.
  1396. ] [port fore corner of the upper deck]
  1397. *
  1398. / \
  1399. @+
  1400. |
  1401. &-
  1402. |x|/
  1403. *-*-
  1404. The bridge, a small wooden room on the upper deck, lies through the door to starboard. You could go around it to starboard fore, where the ship's wheel stands at the prow, or aft, where a ladder leads down through a hatch to the lower deck.
  1405. The paddlewheel behind the ship is turning at a moderate pace, pushing the ship onwards through the water.
  1406. A huge sea serpent is coiled around the ship, eyeing you hungrily.
  1407. It is a warm backspindlewinter's morning with a gentle breeze and a beautifully clear sky.
  1408. There are four obvious exits: aft, starboard fore, starboard and overboard.
  1409. A small brass lantern is mounted beside the door.
  1410. ] ] [Everlast] Reva: get pass axe?
  1411. ] look sea
  1412. ] You look out over the sea:
  1413. ~~^
  1414. O~~_~ _ a coral reef
  1415. n~@~~ O a giant turtle
  1416. O~O=~ ^ a forward current
  1417. ~n~ n a rocky outcrop
  1418.  
  1419. ] ] The sea serpent chomps down on nothing but air, its prey having escaped.
  1420. ] The sea serpent lets loose a boneshaking roar, its eyes glinting hungrily.
  1421. ] look sea
  1422. ] You look out over the sea:
  1423. ~~^
  1424. O~~_~ _ a coral reef
  1425. n~@~~ O a giant turtle
  1426. O~O=~ ^ a forward current
  1427. ~n~ n a rocky outcrop
  1428.  
  1429. ] ] [Everlast] Reva: ta
  1430. ] The sea serpent strikes forward swiftly at you from aft. Run!
  1431. ] look sea
  1432. ] You look out over the sea:
  1433. ~~_
  1434. ~~~^~ _ a coral reef
  1435. ~~@~- O a giant turtle
  1436. O~~_~ ^ a forward current
  1437. ~O= ~ the Circle Sea near the SS Unsinkable
  1438.  
  1439. ] ] starboard fore
  1440. ] You quickly run out of the way of the attack.
  1441. ] [fore end of the upper deck]
  1442. @
  1443. / \
  1444. *+ +*
  1445. | |
  1446. This is the foremost point of the ship. The ship's wheel stands at the prow, the railings on each side of the ship meet before it at a point and the wide blue ocean lies all around you. The windowed bridge room is just aft of here, but you can go around it to port aft and starboard aft.
  1447. The paddlewheel behind the ship is turning at a moderate pace, pushing the ship onwards through the water.
  1448. A huge sea serpent is coiled around the ship, eyeing you hungrily.
  1449. It is a warm backspindlewinter's morning with a gentle breeze and a beautifully clear sky.
  1450. There are three obvious exits: port aft, starboard aft and overboard.
  1451. Four coils of rope are coiled in a heap, a ship's wheel is standing at the prow, a small brass lantern is mounted on the prow, three wooden boards are on the ground and a coil of rope is tying you to a railing.
  1452. ] ] [Everlast] Reva: they on deaeck
  1453. ] turn wheel right by 1 notches
  1454. ] You take a firm two-handed grip on the ship's wheel.
  1455. ] You turn the ship's wheel, which rotates one notch to the right.
  1456. ] ] The ship shudders around you as it turns to starboard.
  1457. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  1458. ] You look out over the sea:
  1459. _~~
  1460. ~~^~~ _ a coral reef
  1461. _~@_~ O a giant turtle
  1462. ~~~~= ^ a forward current
  1463. O~~ ~ the Circle Sea near the SS Unsinkable
  1464. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  1465. ] starboard aft
  1466. ] Queued command: starboard aft
  1467. ] ] [Everlast] Rangi: np
  1468. ] You release the ship's wheel.
  1469. ] [starboard fore corner of the upper deck]
  1470. *
  1471. / \
  1472. +@
  1473. |
  1474. -&
  1475. \|x|
  1476. -*-*
  1477. The bridge, a small wooden room perched atop the deck, lies through the door to port. You could go around it to port fore, where the ship's wheel stands at the prow, or aft, where a ladder leads down through a hatch to the lower deck.
  1478. The paddlewheel behind the ship is turning at a moderate pace, pushing the ship onwards through the water.
  1479. A huge sea serpent is coiled around the ship, eyeing you hungrily.
  1480. It is a warm backspindlewinter's morning with a gentle breeze and a beautifully clear sky.
  1481. There are four obvious exits: port fore, aft, port and overboard.
  1482. A small brass lantern is mounted beside the door.
  1483. ] look sea
  1484. ] The sea serpent's venomous fangs gouge long scratches in the deck as its strike misses.
  1485. ] You look out over the sea:
  1486. _~~
  1487. ~~^~~ _ a coral reef
  1488. _~@_~ O a giant turtle
  1489. ~~~~= ^ a forward current
  1490. O~~ ~ the Circle Sea near the SS Unsinkable
  1491.  
  1492. ] ] The sea serpent lets loose a boneshaking roar, its eyes glinting hungrily.
  1493. ] ] port fore
  1494. ] [fore end of the upper deck]
  1495. @
  1496. / \
  1497. *+ +*
  1498. | |
  1499. This is the foremost point of the ship. The ship's wheel stands at the prow, the railings on each side of the ship meet before it at a point and the wide blue ocean lies all around you. The windowed bridge room is just aft of here, but you can go around it to port aft and starboard aft.
  1500. The paddlewheel behind the ship is turning at a moderate pace, pushing the ship onwards through the water.
  1501. A huge sea serpent is coiled around the ship, eyeing you hungrily.
  1502. It is a warm backspindlewinter's morning with a gentle breeze and a beautifully clear sky.
  1503. There are three obvious exits: port aft, starboard aft and overboard.
  1504. Four coils of rope are coiled in a heap, a ship's wheel is standing at the prow, a small brass lantern is mounted on the prow, three wooden boards are on the ground and a coil of rope is tying you to a railing.
  1505. ] ] centre wheel
  1506. frimble !Wheel Reset!
  1507. ] You take a firm two-handed grip on the ship's wheel.
  1508. ] You turn the ship's wheel, which rotates one notch to port.
  1509. ] ] !Wheel Reset!
  1510. ] ] With a hungry glint in its eye, the sea serpent strikes forward swiftly at you from port aft. Run!
  1511. ] look sea
  1512. ] You look out over the sea:
  1513. _~~
  1514. ~~^~~ _ a coral reef
  1515. _~@_~ O a giant turtle
  1516. ~~~~= ^ a forward current
  1517. O~~ ~ the Circle Sea near the SS Unsinkable
  1518.  
  1519. ] ] At the last moment before the sea serpent's mouth engulfs you, you throw yourself aside, taking a painful gash in your side from its fangs.
  1520. ] ] ] Hp: 3254 (3727) Gp: 405 (428) Xp: 431221
  1521. ] The sea serpent lets loose a boneshaking roar, its eyes glinting hungrily.
  1522. ] ] ] Caught in a strong forwards current, the ship vibrates intensely as it zooms ahead a few miles.
  1523. ] Steering deftly into the current, you make it carry the ship further than it would have.
  1524. ] You look out over the sea:
  1525. ~~~
  1526. ~~~~~ O a giant turtle
  1527. =~@^O ^ a forward current
  1528. ~=O^~ ~ the Circle Sea near the SS Unsinkable
  1529. ~~~ = an ice floe
  1530. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  1531. ] ] Moving with incredible speed for something of its size, the sea serpent strikes forward swiftly at you from overboard. Run!
  1532. ] turn wheel left by 1 notches
  1533. ] You turn the ship's wheel, which rotates one notch to the left.
  1534. ] ] ] starboard aft
  1535. ] You quickly run out of the way of the attack.
  1536. ] You release the ship's wheel.
  1537. ] [starboard fore corner of the upper deck]
  1538. *
  1539. / \
  1540. +@
  1541. |
  1542. -&
  1543. \|x|
  1544. -*-*
  1545. The bridge, a small wooden room perched atop the deck, lies through the door to port. You could go around it to port fore, where the ship's wheel stands at the prow, or aft, where a ladder leads down through a hatch to the lower deck.
  1546. The paddlewheel behind the ship is turning at a moderate pace, pushing the ship onwards through the water.
  1547. A huge sea serpent is coiled around the ship, eyeing you hungrily.
  1548. It is a warm backspindlewinter's morning with a gentle breeze and a beautifully clear sky.
  1549. There are four obvious exits: port fore, aft, port and overboard.
  1550. A small brass lantern is mounted beside the door.
  1551. ] ] The ship shudders around you as it turns to port.
  1552. ] You manage to keep your balance due to your steadying grip on the railing and the confidence from your four-piece smuggling outfit.
  1553. ] ] look sea
  1554. ] The sea serpent's venomous fangs gouge long scratches in the deck as its strike misses.
  1555. ] You look out over the sea:
  1556. ~~~
  1557. ~~~~~ O a giant turtle
  1558. n=@~~ n a rocky outcrop
  1559. ~O^^~ ^ a forward current
  1560. ~~~ ~ the Circle Sea near the SS Unsinkable
  1561.  
  1562. ] ] The sea serpent sways from side to side, eying you over.
  1563. ] ] ] ] Fangs out and dripping deadly venom, the sea serpent strikes forward swiftly at you from overboard. Run!
  1564. ] port fore
  1565. ] You quickly run out of the way of the attack.
  1566. ] [fore end of the upper deck]
  1567. @
  1568. / \
  1569. *+ +*
  1570. | |
  1571. This is the foremost point of the ship. The ship's wheel stands at the prow, the railings on each side of the ship meet before it at a point and the wide blue ocean lies all around you. The windowed bridge room is just aft of here, but you can go around it to port aft and starboard aft.
  1572. The paddlewheel behind the ship is a whirring blur, driving the ship onwards through the water in a trail of foam.
  1573. A huge sea serpent is coiled around the ship, eyeing you hungrily.
  1574. It is a warm backspindlewinter's morning with a gentle breeze and a beautifully clear sky.
  1575. There are three obvious exits: port aft, starboard aft and overboard.
  1576. Four coils of rope are coiled in a heap, a ship's wheel is standing at the prow, a small brass lantern is mounted on the prow, three wooden boards are on the ground and a coil of rope is tying you to a railing.
  1577. ] ] ] look sea
  1578. ] You look out over the sea:
  1579. $~~
  1580. =~~~= O a giant turtle
  1581. ~=@~n n a rocky outcrop
  1582. ~~~~~ ~ the Circle Sea near the SS Unsinkable
  1583. O^^ ^ a forward current
  1584.  
  1585. ] ] ] [Everlast] Reva: not saccing?
  1586. ] turn wheel right by 1 notches
  1587. ] The sea serpent's venomous fangs gouge long scratches in the deck as its strike misses.
  1588. ] You take a firm two-handed grip on the ship's wheel.
  1589. ] You turn the ship's wheel, which rotates one notch to the right.
  1590. ] ] port aft
  1591. ] The sea serpent lets loose a boneshaking roar, its eyes glinting hungrily.
  1592. ] You release the ship's wheel.
  1593. ] [port fore corner of the upper deck]
  1594. *
  1595. / \
  1596. @+
  1597. |
  1598. &-
  1599. |x|/
  1600. *-*-
  1601. The bridge, a small wooden room on the upper deck, lies through the door to starboard. You could go around it to starboard fore, where the ship's wheel stands at the prow, or aft, where a ladder leads down through a hatch to the lower deck.
  1602. Flickering firelight can be seen to aft.
  1603. The paddlewheel behind the ship is a whirring blur, driving the ship onwards through the water in a trail of foam.
  1604. A huge sea serpent is coiled around the ship, eyeing you hungrily.
  1605. It is a warm backspindlewinter's morning with a gentle breeze and a beautifully clear sky.
  1606. There are four obvious exits: aft, starboard fore, starboard and overboard.
  1607. A small brass lantern is mounted beside the door.
  1608. ] ] ] starboard
  1609. ] You open the starboard door.
  1610. ] [bridge of the SS Unsinkable]
  1611. /
  1612. *-@+
  1613. |
  1614. This is a spacious room atop the ship, meant for the captain to do his or her navigation from. A floor-length window at the front gives a good view of where the ship's going and a large round oak table is nailed to the floor in the middle of the room.
  1615. The paddlewheel behind the ship is a whirring blur, driving the ship onwards through the water in a trail of foam.
  1616. A huge sea serpent is coiled around the ship, eyeing you hungrily.
  1617. There are two obvious exits: port and starboard.
  1618. A brass compass is mounted into the table, some charts of the Circle Sea are pinned across the walls and a small brass lantern is mounted opposite the window.
  1619. ] You close the port door.
  1620. ] ] ] The ship shudders around you as it turns to starboard.
  1621. ] You manage to keep your balance due to the confidence from your four-piece smuggling outfit.
  1622. ] gs yeah hidin
  1623. ] [Everlast] Nethuns: yeah hidin
  1624. ] ] ] look sea
  1625. ] You look out over the sea:
  1626. ^-^
  1627. ~~$=n ^ a forward current
  1628. $~@~~ n a rocky outcrop
  1629. ~~~~~ ~ the Circle Sea near the SS Unsinkable
  1630. =~~ - some driftwood
  1631.  
  1632. ] ] ] [Everlast] Rangi: yep
  1633. ] ] look sea
  1634. ] You look out over the sea:
  1635. ^-^
  1636. ~~$=n ^ a forward current
  1637. $~@~~ n a rocky outcrop
  1638. ~~~~~ ~ the Circle Sea near the SS Unsinkable
  1639. =~~ - some driftwood
  1640.  
  1641. ] [Yase leaves Discworld -- no longer pt]
  1642. ] The sea serpent snatches up Idiot the bright red swamp dragon and bites into it, only to suffer a painful-sounding explosion to the mouth.
  1643. ] ] ] The ship plows through a field of floating dire seaweed, some of which glows green and latches onto the hull aggressively!
  1644. ] You manage to keep your balance due to the confidence from your four-piece smuggling outfit.
  1645. ] The sea serpent snatches up Bitey the sky blue swamp dragon and bites into it, only to suffer a painful-sounding explosion to the mouth.
  1646. ] ] look sea
  1647. ] You look out over the sea:
  1648. ~~^
  1649. ~^-^~ ^ a forward current
  1650. ~~@=n n a rocky outcrop
  1651. $~~~~ ~ the Circle Sea near the SS Unsinkable
  1652. ~~~ - some driftwood
  1653.  
  1654. ] ] starboard
  1655. ] With that last blow, the sea serpent seems to decide that your ship isn't worth it. It uncoils its tail, roars resignedly a last time, and dives back into the depths with a huge splash.
  1656. ] You open the starboard door.
  1657. ] [starboard fore corner of the upper deck]
  1658. *
  1659. / \
  1660. -@
  1661. |
  1662. -v
  1663. \|x|
  1664. -*-*
  1665. The bridge, a small wooden room perched atop the deck, lies through the door to port. You could go around it to port fore, where the ship's wheel stands at the prow, or aft, where a ladder leads down through a hatch to the lower deck.
  1666. Some wisps of smoke drift through the air.
  1667. The paddlewheel behind the ship is turning rapidly, powering the ship onwards through the water in a trail of foam.
  1668. It is a warm backspindlewinter's morning with a gentle breeze and a beautifully clear sky.
  1669. There are four obvious exits: port fore, aft, port and overboard.
  1670. A small brass lantern is mounted beside the door.
  1671. ] You close the port door.
  1672. ] ] ] port fore
  1673. ] [fore end of the upper deck]
  1674. @
  1675. / \
  1676. *+ +*
  1677. | |
  1678. This is the foremost point of the ship. The ship's wheel stands at the prow, the railings on each side of the ship meet before it at a point and the wide blue ocean lies all around you. The windowed bridge room is just aft of here, but you can go around it to port aft and starboard aft.
  1679. The paddlewheel behind the ship is turning rapidly, powering the ship onwards through the water in a trail of foam.
  1680. It is a warm backspindlewinter's morning with a gentle breeze and a beautifully clear sky.
  1681. There are three obvious exits: port aft, starboard aft and overboard.
  1682. Four coils of rope are coiled in a heap, a ship's wheel is standing at the prow, a small brass lantern is mounted on the prow, three wooden boards are on the ground and a coil of rope is tying you to a railing.
  1683. ] ] turn wheel left by 1 notches
  1684. ] You take a firm two-handed grip on the ship's wheel.
  1685. ] You turn the ship's wheel, which rotates one notch to the left.
  1686. ] ] The ship shudders around you as it turns to port.
  1687. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  1688. ] You look out over the sea:
  1689. ~~~
  1690. $~^-^ ~ the Circle Sea near the SS Unsinkable
  1691. ~~@^~ - some driftwood
  1692. ~~~=~ = an ice floe
  1693. ~~~ $ some dire seaweed
  1694. ] The hull groans alarmingly. It's taking quite a beating.
  1695. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  1696. ] ] overboard
  1697. ] You climb over the railing and jump into the sea with a splash.
  1698. ] You release the ship's wheel.
  1699. ] You start to swim.
  1700. ] [the Circle Sea near the SS Unsinkable]
  1701. ~~~~~~~~~
  1702. ~~~~^~~~~
  1703. ~~~~^~~-~
  1704. ~~~~^~~~~
  1705. ~~~~@~~^~
  1706. ~~~~@~~^~
  1707. ~~~~~~~^~
  1708. ~~~~~~~~~
  1709. ~~~~~~~=~
  1710. This expanse of water is the surface of the Circle Sea. As with most large bodies of water, the direction which should command the greatest amount of caution is down, firstly because if you stop swimming that's the first way you're going to be heading, and secondly because it's practically impossible to tell what's lurking in wait below your dangling toes. The SS Unsinkable lies to the south.
  1711. The SS Unsinkable's hull has a thin covering of glowing dire seaweed clinging to it, slowly dissolving the wood, and bears the marks of multiple impacts.
  1712. It is a warm backspindlewinter's morning with a gentle breeze and a beautifully clear sky.
  1713. There are nine obvious exits: board, down, fore, starboard, port, starboard fore, port aft, starboard aft and port fore.
  1714. ] ] ] [Everlast] Reva: got fires
  1715. ] cut seaweed with hammer
  1716. ] Clinging on to the hull for leverage, you brandish a shipwright's hammer at the dire seaweed.
  1717. ] ] Looking like it recognises the shipwright's hammer somehow, some of the dire seaweed detaches from the hull and flees into the ocean.
  1718. ] ] The ship turns to port.
  1719. ] The ship steams off, dragging you along by the rope tied around your waist.
  1720. ] cut seaweed with hammer
  1721. ] Clinging on to the hull for leverage, you brandish a shipwright's hammer at the dire seaweed.
  1722. ] ] Looking like it recognises the shipwright's hammer somehow, some of the dire seaweed detaches from the hull and flees into the ocean.
  1723. ] ] board
  1724. ] You climb aboard the ship.
  1725. ] [fore end of the upper deck]
  1726. @
  1727. / \
  1728. *+ +*
  1729. | |
  1730. This is the foremost point of the ship. The ship's wheel stands at the prow, the railings on each side of the ship meet before it at a point and the wide blue ocean lies all around you. The windowed bridge room is just aft of here, but you can go around it to port aft and starboard aft.
  1731. The paddlewheel behind the ship is a whirring blur, skipping the ship across the water like a thrown rock.
  1732. It is a warm backspindlewinter's morning with a gentle breeze and a beautifully clear sky.
  1733. There are three obvious exits: port aft, starboard aft and overboard.
  1734. Four coils of rope are coiled in a heap, a ship's wheel is standing at the prow, a small brass lantern is mounted on the prow, three wooden boards are on the ground and a coil of rope is tying you to a railing.
  1735. ] You stand up.
  1736. ] ] ] look sea
  1737. ] You look out over the sea:
  1738. $~~
  1739. ~$~~~ ^ a forward current
  1740. ~~@^~ ~ the Circle Sea near the SS Unsinkable
  1741. ~~$-~ - some driftwood
  1742. ~=^ = an ice floe
  1743.  
  1744. ] ] turn wheel right by 2 notches
  1745. ] You take a firm two-handed grip on the ship's wheel.
  1746. ] You turn the ship's wheel, which rotates two notches to the right.
  1747. ] ] turn wheel right by 2 notches
  1748. ] Queued command: turn wheel right by 2 notches
  1749. ] ] The ship shudders around you as it turns sharply to starboard.
  1750. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  1751. ] Caught in a strong forwards current, the ship vibrates intensely as it zooms ahead a few miles.
  1752. ] Steering deftly into the current, you make it carry the ship further than it would have.
  1753. ] A loud thud sounds from fore as the ship runs something over. It sounds like ice might be forming on the hull!
  1754. ] You look out over the sea:
  1755. n~~
  1756. ~_~$~ _ a coral reef
  1757. ~~@~n n a rocky outcrop
  1758. -^~~~ ^ a forward current
  1759. ~~~ ~ the Circle Sea near the SS Unsinkable
  1760. ] You see some ice that used to be on the hull drifting off into the sea, accompanied by the sound of seaweedy complaining from below.
  1761. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  1762. ] [Everlast] Rangi: ta
  1763. ] The wheel is already turned as far to the right as it will go.
  1764. ] ] centre wheel
  1765. ] You turn the ship's wheel, which rotates two notches to port.
  1766. ] ] frimble !Wheel Reset!
  1767. ] Queued command: frimble !Wheel Reset!
  1768. ] ] !Wheel Reset!
  1769. ] ] overboard
  1770. ] You climb over the railing and jump into the sea with a splash.
  1771. ] You release the ship's wheel.
  1772. ] You start to swim.
  1773. ] [the Circle Sea near the SS Unsinkable]
  1774. ~~~~~~~~~
  1775. ~~~~~~~~~
  1776. ~_~~~~~$~
  1777. ~~~~~~~~~
  1778. ~~~~@~~~~
  1779. ~~~~@~~~~
  1780. ~~~~~~~~~
  1781. ~^~~~~~~~
  1782. ~^~~~~~~~
  1783. This expanse of water is the surface of the Circle Sea. As with most large bodies of water, the direction which should command the greatest amount of caution is down, firstly because if you stop swimming that's the first way you're going to be heading, and secondly because it's practically impossible to tell what's lurking in wait below your dangling toes. The SS Unsinkable lies to the south.
  1784. The SS Unsinkable's hull has a few patches of sea ice frozen onto it, dragging the ship down, and bears the marks of multiple impacts.
  1785. It is a warm backspindlewinter's morning with a gentle breeze and a beautifully clear sky.
  1786. There are nine obvious exits: board, down, fore, starboard, port, starboard fore, port aft, starboard aft and port fore.
  1787. ] ] ] The previously calm weather fades away as a growing wind sweeps in dark clouds from all directions, lightning flashes and thunder booms, the beginning of a thunderstorm.
  1788. ] The ship steams off, dragging you along by the rope tied around your waist.
  1789. ] break ice with hammer
  1790. ] Clinging on to the hull for leverage, you start to break the sea ice with a shipwright's hammer.
  1791. ] ] You manage to shatter all the remaining sea ice on the hull.
  1792. ] ] i
  1793. ] You are unburdened (45%) by:
  1794. Holding : a shipwright's hammer (left hand).
  1795. Wearing : a pink crystal ring, a baby kraken, a black leather eye patch, a silver fishhook earring, a gold and red coral ring, a gold and mahogany ring, a smuggler's longcoat, a smuggler's tricorn and Leviathan Boots.
  1796. (under) : a staff harness, a Tang family crest, a keyring necklace, a club badge, a pair of gleaming grflx leather leggings, a scalemail speedo, a line of shark teeth, a soft grflx leather shirt, Booty, Kraken Scale, a sea serpent scale and some smuggler's lingerie.
  1797. Carrying: three wooden boards, Cuttle Fish, sixteen iron nails and two large buckets.
  1798. Your purse contains only moths.
  1799. ] ] overboard
  1800. ] Queued command: overboard
  1801. ] ] Try something else.
  1802. ] ] repair hull with boards and nails
  1803. board
  1804. ] Each strike of your shipwright's hammer lands as if guided by your will.
  1805. ] You slowly nail three boards onto the ship's hull, bringing it back to top condition.
  1806. ] ] Queued command: board
  1807. ] ] ] ] look sea
  1808. ] Queued command: look sea
  1809. ] ] The ship steams off, dragging you along by the rope tied around your waist.
  1810. ] You climb aboard the ship.
  1811. ] [fore end of the upper deck]
  1812. @
  1813. / \
  1814. *+ +*
  1815. | |
  1816. This is the foremost point of the ship. The ship's wheel stands at the prow, the railings on each side of the ship meet before it at a point and the wide blue ocean lies all around you. The windowed bridge room is just aft of here, but you can go around it to port aft and starboard aft.
  1817. The paddlewheel behind the ship is a whirring blur, driving the ship onwards through the water in a trail of foam.
  1818. It is a very cold backspindlewinter's morning with gusty winds and packed cloud cover.
  1819. Peals of thunder and streaks of lightning rend the sky.
  1820. There are three obvious exits: port aft, starboard aft and overboard.
  1821. Four coils of rope are coiled in a heap, a ship's wheel is standing at the prow, a small brass lantern is mounted on the prow, three wooden boards are on the ground and a coil of rope is tying you to a railing.
  1822. ] You stand up.
  1823. ] ] You look out over the sea:
  1824. ~~~
  1825. ^~~~~ _ a coral reef
  1826. $n@~$ ^ a forward current
  1827. ~_~$~ n a rocky outcrop
  1828. ~=~ ~ the Circle Sea near the SS Unsinkable
  1829.  
  1830. ] ] turn wheel left by 2 notches
  1831. ] You take a firm two-handed grip on the ship's wheel.
  1832. ] You turn the ship's wheel, which rotates two notches to the left.
  1833. ] ] ] The ship shudders around you as it turns sharply to port.
  1834. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  1835. ] You look out over the sea:
  1836. ~$^
  1837. ~_n~~ _ a coral reef
  1838. =~@~~ ^ a forward current
  1839. ~$~~~ n a rocky outcrop
  1840. ~$~ ~ the Circle Sea near the SS Unsinkable
  1841. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  1842. ] ] centre wheel
  1843. frimble !Wheel Reset!
  1844. ] You turn the ship's wheel, which rotates two notches to starboard.
  1845. ] ] !Wheel Reset!
  1846. ] ] [Everlast] Reva: oh got 2 tanks
  1847. ] ] A ominous thud comes from the bow as the ship runs something over.
  1848. ] The impact nearly knocks the ship off course, but you manage to keep it steady with some skillful steering.
  1849. ] You look out over the sea:
  1850. ~~^
  1851. ~~$^~ _ a coral reef
  1852. ~_@~~ ^ a forward current
  1853. =~~~~ ~ the Circle Sea near the SS Unsinkable
  1854. $~~ = an ice floe
  1855. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  1856. ] ] turn wheel right by 1 notches
  1857. ] You turn the ship's wheel, which rotates one notch to the right.
  1858. ] ] ] get nails
  1859. ] Cannot find "nails", no match.
  1860. ] ] ] The ship shudders around you as it turns to starboard.
  1861. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  1862. ] Caught in a strong forwards current, the ship vibrates intensely as it zooms ahead a few miles.
  1863. ] Steering deftly into the current, you make it carry the ship further than it would have.
  1864. ] Caught in a strong backwards current, the ship shudders intensely as it zooms back a few miles.
  1865. ] Steering deftly into the current, you make it carry the ship back less than it would have.
  1866. ] To aft, lightning arcs down from the clouds to the deck with the thunderous sound of, well, thunder.
  1867. ] You look out over the sea:
  1868. ~~~
  1869. ~~-~~ ^ a forward current
  1870. ~~@-- ~ the Circle Sea near the SS Unsinkable
  1871. $~-~~ - some driftwood
  1872. ~~^ $ some dire seaweed
  1873. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  1874. ] ] ] The ship shudders around you as it turns to starboard.
  1875. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  1876. ] You look out over the sea:
  1877. ~~~
  1878. ~~G~- G a whirlpool
  1879. ~-@-~ n a rocky outcrop
  1880. n~~~~ ~ the Circle Sea near the SS Unsinkable
  1881. ~~- - some driftwood
  1882. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  1883. ] ] get sextant from component pouch into right hand
  1884. ] You get a navigator's sextant from a pocket in Booty.
  1885. ] You hold a navigator's sextant in your right hand.
  1886. ] ] look stars
  1887. put sextant in component pouch
  1888. ] The stars aren't out right now. Perhaps you could look at the sun instead?
  1889. ] ] You put the navigator's sextant in a pocket in Booty.
  1890. ] ] ] ] ] ] The ship shudders around you as it turns to starboard.
  1891. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  1892. ] You look out over the sea:
  1893. n_-
  1894. ~~~-~ _ a coral reef
  1895. ~~@~O O a giant turtle
  1896. ~G~-~ G a whirlpool
  1897. -~~ n a rocky outcrop
  1898. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  1899. ] get sextant from component pouch into right hand
  1900. look sun
  1901. put sextant in component pouch
  1902. ] Smoke billows out to starboard aft and the sky.
  1903. ] You get a navigator's sextant from a pocket in Booty.
  1904. ] You hold a navigator's sextant in your right hand.
  1905. ] ] Squinting up at the sun, you determine that the ship is heading widdershins-hubwards and that you're two hundred and thirteen miles rimwards and three miles turnwise of Ankh-Morpork.
  1906. ] ] You put the navigator's sextant in a pocket in Booty.
  1907. ] ] ] ] turn wheel left by 2 notches
  1908. ] Queued command: turn wheel left by 2 notches
  1909. ] ] You turn the ship's wheel, which rotates two notches to the left.
  1910. ] ] Squelch.
  1911. ] ] gs 200
  1912. ] [Everlast] Nethuns: 200
  1913. ] ] The ship shudders around you as it turns to port.
  1914. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  1915. ] You look out over the sea:
  1916. ~~n
  1917. ~~~~- G a whirlpool
  1918. ~G@-~ n a rocky outcrop
  1919. -~-~~ ~ the Circle Sea near the SS Unsinkable
  1920. ~~~ - some driftwood
  1921. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  1922. ] ] centre wheel
  1923. frimble !Wheel Reset!
  1924. ] You turn the ship's wheel, which rotates one notch to starboard.
  1925. ] ] !Wheel Reset!
  1926. ] ] ] ] To aft, a bolt of lightning strikes the deck, its thunderous report booming across the sea.
  1927. ] You look out over the sea:
  1928. ~$~
  1929. ~~~n_ _ a coral reef
  1930. ~~@~- G a whirlpool
  1931. ~G~-~ n a rocky outcrop
  1932. ~-~ ~ the Circle Sea near the SS Unsinkable
  1933. ] Smoke billows out to overboard and the sky.
  1934. ] ] ] You look out over the sea:
  1935. ~~~
  1936. n~$~~ _ a coral reef
  1937. ~~@n_ G a whirlpool
  1938. ~~~~- ~ the Circle Sea near the SS Unsinkable
  1939. G~- - some driftwood
  1940. ] ] turn wheel left by 1 notches
  1941. ] You turn the ship's wheel, which rotates one notch to the left.
  1942. ] ] port aft
  1943. ] You release the ship's wheel.
  1944. ] [port fore corner of the upper deck]
  1945. *
  1946. / \
  1947. @+
  1948. |
  1949. v-
  1950. |x|/
  1951. *-*-
  1952. The bridge, a small wooden room on the upper deck, lies through the door to starboard. You could go around it to starboard fore, where the ship's wheel stands at the prow, or aft, where a ladder leads down through a hatch to the lower deck.
  1953. Flickering firelight can be seen to aft.
  1954. The paddlewheel behind the ship is a whirring blur, driving the ship onwards through the water in a trail of foam.
  1955. It is a very cold backspindlewinter's morning with gusty winds and packed cloud cover.
  1956. Peals of thunder and streaks of lightning rend the sky.
  1957. There are four obvious exits: aft, starboard fore, starboard and overboard.
  1958. A small brass lantern is mounted beside the door.
  1959. ] ] ] aft
  1960. ] [port side of the upper deck]
  1961. *
  1962. / \
  1963. *+
  1964. | |
  1965. @-*-v
  1966. |x|x|
  1967. *-*-*
  1968. This is about halfway down the upper deck of the SS Unsinkable. It's not a large ship - the upper deck stretches about ten yards to fore and five yards to aft, with the giant paddlewheel behind the ship taking up another five yards. A ladder here leads down through a hatch onto the lower deck.
  1969. Flickering firelight can be seen to aft and some wisps of smoke drift through the air.
  1970. The paddlewheel behind the ship is a whirring blur, driving the ship onwards through the water in a trail of foam.
  1971. It is a very cold backspindlewinter's morning with gusty winds and packed cloud cover.
  1972. Peals of thunder and streaks of lightning rend the sky.
  1973. There are six obvious exits: aft, fore, starboard, starboard aft, down and overboard.
  1974. Several small blazes are eagerly licking at the floorboards. A broken brass lantern and a fire axe are on the ground.
  1975. ] ] pour buckets on fire
  1976. ] You pour the contents of two large buckets onto the fire, putting it out in a cloud of steam.
  1977. ] ] ] The ship shudders around you as it turns to port.
  1978. ] You manage to keep your balance due to your steadying grip on the railing and the confidence from your four-piece smuggling outfit.
  1979. ] ] ] fore
  1980. ] Smoke billows out to fore, aft, overboard and the sky.
  1981. ] The smoke clears.
  1982. ] The distinctive crackling of burning wood comes from aft.
  1983. ] [port fore corner of the upper deck]
  1984. *
  1985. / \
  1986. @+
  1987. |
  1988. v-
  1989. |x|/
  1990. *-*-
  1991. The bridge, a small wooden room on the upper deck, lies through the door to starboard. You could go around it to starboard fore, where the ship's wheel stands at the prow, or aft, where a ladder leads down through a hatch to the lower deck.
  1992. Some wisps of smoke drift through the air.
  1993. The paddlewheel behind the ship is a whirring blur, driving the ship onwards through the water in a trail of foam.
  1994. It is a very cold backspindlewinter's morning with gusty winds and packed cloud cover.
  1995. Peals of thunder and streaks of lightning rend the sky.
  1996. There are four obvious exits: aft, starboard fore, starboard and overboard.
  1997. A small brass lantern is mounted beside the door.
  1998. ] ] starboard fore
  1999. ] Queued command: starboard fore
  2000. ] ] [fore end of the upper deck]
  2001. @
  2002. / \
  2003. *+ +*
  2004. | |
  2005. This is the foremost point of the ship. The ship's wheel stands at the prow, the railings on each side of the ship meet before it at a point and the wide blue ocean lies all around you. The windowed bridge room is just aft of here, but you can go around it to port aft and starboard aft.
  2006. The paddlewheel behind the ship is a whirring blur, driving the ship onwards through the water in a trail of foam.
  2007. It is a very cold backspindlewinter's morning with gusty winds and packed cloud cover.
  2008. Peals of thunder and streaks of lightning rend the sky.
  2009. There are three obvious exits: port aft, starboard aft and overboard.
  2010. Four coils of rope are coiled in a heap, a ship's wheel is standing at the prow, a small brass lantern is mounted on the prow, three wooden boards are on the ground and a coil of rope is tying you to a railing.
  2011. ] ] look sea
  2012. ] You look out over the sea:
  2013. n-~
  2014. ~~~$~ O a giant turtle
  2015. ~~@~O G a whirlpool
  2016. G~~n~ n a rocky outcrop
  2017. -~- ~ the Circle Sea near the SS Unsinkable
  2018.  
  2019. ] ] ] starboard aft
  2020. ] [starboard fore corner of the upper deck]
  2021. *
  2022. / \
  2023. +@
  2024. |
  2025. -v
  2026. \|x|
  2027. -*-*
  2028. The bridge, a small wooden room perched atop the deck, lies through the door to port. You could go around it to port fore, where the ship's wheel stands at the prow, or aft, where a ladder leads down through a hatch to the lower deck.
  2029. The paddlewheel behind the ship is a whirring blur, driving the ship onwards through the water in a trail of foam.
  2030. It is a very cold backspindlewinter's morning with gusty winds and packed cloud cover.
  2031. Peals of thunder and streaks of lightning rend the sky.
  2032. There are four obvious exits: port fore, aft, port and overboard.
  2033. A small brass lantern is mounted beside the door.
  2034. ] ] aft
  2035. ] [starboard side of the upper deck]
  2036. *
  2037. / \
  2038. +*
  2039. | |
  2040. &-*-@
  2041. |x|x|
  2042. *-*-*
  2043. This is about halfway down the upper deck of the SS Unsinkable. It's not a large ship - the upper deck stretches about ten yards to fore and five yards to aft, with the giant paddlewheel behind the ship taking up another five yards. A ladder here leads down through a hatch onto the lower deck.
  2044. The paddlewheel behind the ship is a whirring blur, driving the ship onwards through the water in a trail of foam.
  2045. It is a very cold backspindlewinter's morning with gusty winds and packed cloud cover.
  2046. Peals of thunder and streaks of lightning rend the sky.
  2047. There are six obvious exits: fore, aft, port, port aft, down and overboard.
  2048. A small brass lantern is mounted on the side of the cabin and a coil of rope is coiled in a heap.
  2049. ] ] overboard
  2050. board
  2051. ] Queued command: overboard
  2052. ] ] Queued command: board
  2053. ] ] You climb over the railing and jump into the sea with a splash.
  2054. ] You start to swim.
  2055. ] [the Circle Sea near the SS Unsinkable]
  2056. ~~~~~~~~~
  2057. n~~-~~~~~
  2058. ~~~~~~~~~
  2059. ~~~~~~~~~
  2060. ~~~@@~~~~
  2061. ~~~~~~~~~
  2062. ~~~~~~~~~
  2063. ~~~~~~$~~
  2064. ~~~~~~~~~
  2065. This expanse of water is the surface of the Circle Sea. As with most large bodies of water, the direction which should command the greatest amount of caution is down, firstly because if you stop swimming that's the first way you're going to be heading, and secondly because it's practically impossible to tell what's lurking in wait below your dangling toes. The SS Unsinkable lies to the west.
  2066. The SS Unsinkable's hull looks a little scuffed up.
  2067. It is a very cold backspindlewinter's morning with gusty winds and packed cloud cover.
  2068. Peals of thunder and streaks of lightning rend the sky.
  2069. There are nine obvious exits: board, down, fore, starboard, aft, starboard fore, port aft, starboard aft and port fore.
  2070. ] ] ] ] You climb aboard the ship.
  2071. ] [starboard side of the upper deck]
  2072. &
  2073. / \
  2074. +*
  2075. | |
  2076. v-*-@
  2077. |x|x|
  2078. *-*-*
  2079. This is about halfway down the upper deck of the SS Unsinkable. It's not a large ship - the upper deck stretches about ten yards to fore and five yards to aft, with the giant paddlewheel behind the ship taking up another five yards. A ladder here leads down through a hatch onto the lower deck.
  2080. Flickering firelight can be seen to port.
  2081. The paddlewheel behind the ship is a whirring blur, driving the ship onwards through the water in a trail of foam.
  2082. It is a very cold backspindlewinter's morning with gusty winds and packed cloud cover.
  2083. Peals of thunder and streaks of lightning rend the sky.
  2084. There are six obvious exits: fore, aft, port, port aft, down and overboard.
  2085. A small brass lantern is mounted on the side of the cabin and a coil of rope is coiled in a heap.
  2086. ] You stand up.
  2087. ] ] port
  2088. ] Queued command: port
  2089. ] ] [middle of the upper deck]
  2090. | |
  2091. v-@-v
  2092. |x|x|
  2093. *-*-*
  2094. Here, in the middle of the upper deck, a tall wooden mast rises twenty yards into the sky - a relic of when this ship was a sailing ship. It's now bare of any sails or rigging, but can still serve as a good vantage point.
  2095. Flickering firelight can be seen to port aft and some wisps of smoke drift through the air.
  2096. The paddlewheel behind the ship is a whirring blur, driving the ship onwards through the water in a trail of foam.
  2097. It is a very cold backspindlewinter's morning with gusty winds and packed cloud cover.
  2098. Peals of thunder and streaks of lightning rend the sky.
  2099. There are five obvious exits: aft, port, starboard, port aft and starboard aft.
  2100. A small fire has started here. A small brass lantern is mounted on the deck.
  2101. ] ] pour buckets on fire
  2102. ] To fore, a bolt of lightning strikes the deck, its thunderous report booming across the sea.
  2103. ] Smoke billows from the fire in the room and out to aft, starboard aft and the sky.
  2104. ] The smoke clears.
  2105. ] Queued command: pour buckets on fire
  2106. ] ] You pour the contents of two large buckets onto the fire, putting it out in a cloud of steam.
  2107. ] ] ] ] port
  2108. ] [port side of the upper deck]
  2109. *
  2110. / \
  2111. *+
  2112. | |
  2113. @-*-v
  2114. |x|x|
  2115. *-*-*
  2116. This is about halfway down the upper deck of the SS Unsinkable. It's not a large ship - the upper deck stretches about ten yards to fore and five yards to aft, with the giant paddlewheel behind the ship taking up another five yards. A ladder here leads down through a hatch onto the lower deck.
  2117. Flickering firelight can be seen to aft.
  2118. The paddlewheel behind the ship is a whirring blur, driving the ship onwards through the water in a trail of foam.
  2119. It is a very cold backspindlewinter's morning with gusty winds and packed cloud cover.
  2120. Peals of thunder and streaks of lightning rend the sky.
  2121. There are six obvious exits: aft, fore, starboard, starboard aft, down and overboard.
  2122. A broken brass lantern and a fire axe are on the ground.
  2123. ] ] look sea
  2124. ] Queued command: look sea
  2125. ] ] You look out over the sea:
  2126. ~~^
  2127. ~~$~$ ^ a forward current
  2128. ~~@~- n a rocky outcrop
  2129. ~n~~~ ~ the Circle Sea near the SS Unsinkable
  2130. ~~$ - some driftwood
  2131.  
  2132. ] ] fore
  2133. ] [port fore corner of the upper deck]
  2134. *
  2135. / \
  2136. @+
  2137. |
  2138. v-
  2139. |x|/
  2140. *-*-
  2141. The bridge, a small wooden room on the upper deck, lies through the door to starboard. You could go around it to starboard fore, where the ship's wheel stands at the prow, or aft, where a ladder leads down through a hatch to the lower deck.
  2142. Flickering firelight can be seen to starboard fore and some wisps of smoke drift through the air.
  2143. The paddlewheel behind the ship is a whirring blur, driving the ship onwards through the water in a trail of foam.
  2144. It is a very cold backspindlewinter's morning with gusty winds and packed cloud cover.
  2145. Peals of thunder and streaks of lightning rend the sky.
  2146. There are four obvious exits: aft, starboard fore, starboard and overboard.
  2147. A small brass lantern is mounted beside the door.
  2148. ] ] The ship plows through a field of floating dire seaweed, some of which glows green and latches onto the hull aggressively!
  2149. ] You manage to keep your balance due to your steadying grip on the railing and the confidence from your four-piece smuggling outfit.
  2150. ] starboard fore
  2151. ] Smoke billows in from starboard fore and out to aft and the sky.
  2152. ] Queued command: starboard fore
  2153. ] ] turn wheel right by 1 notches
  2154. ] Queued command: turn wheel right by 1 notches
  2155. ] ] [fore end of the upper deck]
  2156. @
  2157. / \
  2158. *+ +*
  2159. | |
  2160. This is the foremost point of the ship. The ship's wheel stands at the prow, the railings on each side of the ship meet before it at a point and the wide blue ocean lies all around you. The windowed bridge room is just aft of here, but you can go around it to port aft and starboard aft.
  2161. The paddlewheel behind the ship is a whirring blur, driving the ship onwards through the water in a trail of foam.
  2162. It is a very cold backspindlewinter's morning with gusty winds and packed cloud cover.
  2163. Peals of thunder and streaks of lightning rend the sky.
  2164. There are three obvious exits: port aft, starboard aft and overboard.
  2165. Several small blazes are eagerly licking at the floorboards. Four coils of rope are coiled in a heap, a ship's wheel is standing at the prow, a small brass lantern is mounted on the prow, six iron nails are on the ground, three wooden boards are on the ground and a coil of rope is tying you to a railing.
  2166. ] ] You take a firm two-handed grip on the ship's wheel.
  2167. ] You turn the ship's wheel, which rotates one notch to the right.
  2168. ] ] [Everlast] Rangi: opps
  2169. ] look sea
  2170. ] You look out over the sea:
  2171. ~~~
  2172. =~~^- ^ a forward current
  2173. ~~@=~ ~ the Circle Sea near the SS Unsinkable
  2174. ~~~~$ n a rocky outcrop
  2175. n~~ - some driftwood
  2176.  
  2177. ] ] ] The ship shudders around you as it turns to starboard.
  2178. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  2179. ] Caught in a strong forwards current, the ship vibrates intensely as it zooms ahead a few miles.
  2180. ] Steering deftly into the current, you make it carry the ship further than it would have.
  2181. ] You look out over the sea:
  2182. $~~
  2183. ~n~~~ _ a coral reef
  2184. ~v@^~ n a rocky outcrop
  2185. ~^$~- v a backward current
  2186. ~_~ ^ a forward current
  2187. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  2188. ] ] ] Hp: 3470 (3727) Gp: 324 (428) Xp: 433901
  2189. ] The heat takes a toll on you.
  2190. ] centre wheel
  2191. ] You turn the ship's wheel, which rotates one notch to port.
  2192. ] ] frimble !Wheel Reset!
  2193. ] !Wheel Reset!
  2194. ] ] ] [Everlast] Rangi: i got beeched
  2195. ] ] overboard
  2196. ] You climb over the railing and jump into the sea with a splash.
  2197. ] You release the ship's wheel.
  2198. ] You start to swim.
  2199. ] [the Circle Sea near the SS Unsinkable]
  2200. ~~~~~~~~~
  2201. ~~~~~~~~~
  2202. ~n~~~~~~~
  2203. ~~~~~~~~~
  2204. ~v~~@~~^~
  2205. ~v~~@~~^~
  2206. ~v~~~~~^~
  2207. ~^~~~~~~~
  2208. ~^~~$~~~~
  2209. This expanse of water is the surface of the Circle Sea. As with most large bodies of water, the direction which should command the greatest amount of caution is down, firstly because if you stop swimming that's the first way you're going to be heading, and secondly because it's practically impossible to tell what's lurking in wait below your dangling toes. The SS Unsinkable lies to the south.
  2210. The SS Unsinkable's hull has a few strands of glowing dire seaweed clinging to it, slowly dissolving the wood, and looks a little scuffed up.
  2211. It is a very cold backspindlewinter's morning with gusty winds and packed cloud cover.
  2212. Peals of thunder and streaks of lightning rend the sky.
  2213. There are nine obvious exits: board, down, fore, starboard, port, starboard fore, port aft, starboard aft and port fore.
  2214. ] ] ] ] Hp: 3502 (3727) Gp: 330 (428) Xp: 433907
  2215. ] The salt water stings as it soothes your burns.
  2216. ] ] ] cut seaweed with hammer
  2217. ] Clinging on to the hull for leverage, you brandish a shipwright's hammer at the dire seaweed.
  2218. ] ] The dire seaweed clinging onto the hull glows faintly, forcing its way through the hull.
  2219. ] ] Looking like it recognises the shipwright's hammer somehow, some of the dire seaweed detaches from the hull and flees into the ocean.
  2220. ] ] cut seaweed with hammer
  2221. ] Clinging on to the hull for leverage, you brandish a shipwright's hammer at the dire seaweed.
  2222. ] ] Looking like it recognises the shipwright's hammer somehow, some of the dire seaweed detaches from the hull and flees into the ocean.
  2223. ] ] The ship steams off, dragging you along by the rope tied around your waist.
  2224. ] look sea
  2225. ] Smoke billows out to swim fore and the sky.
  2226. ] Long shadows dance as red-orange firelight from onboard blazes into the room.
  2227. ] The sea spreads out around you in all directions:
  2228. ~~~~~
  2229. ~^~~~~~~~ @ SS Unsinkable
  2230. ~~^~~~~~~~~ n a rocky outcrop
  2231. ~~~^~~~~~~~~~ v a backward current
  2232. ~~~~~~~~~~~~~ ^ a forward current
  2233. ~~~~$~~~~~~~~n~ ~ the Circle Sea near the SS Unsinkable
  2234. ~~~~~~~~~~~~~~~ $ some dire seaweed
  2235. ~~~~~~~@~~~~~~~
  2236. ~~~~n~~@~~~~~~~
  2237. ~~~~~~~~~~~~~~~
  2238. ~~~v~~~~~^~~~
  2239. ~~~v~~~~~^~~~
  2240. ~~v~~~~~^~~
  2241. ~^~~~~~~~
  2242. ~~$~~
  2243.  
  2244. ] ] ] board
  2245. ] You climb aboard the ship.
  2246. ] [fore end of the upper deck]
  2247. @
  2248. / \
  2249. *+ +*
  2250. | |
  2251. This is the foremost point of the ship. The ship's wheel stands at the prow, the railings on each side of the ship meet before it at a point and the wide blue ocean lies all around you. The windowed bridge room is just aft of here, but you can go around it to port aft and starboard aft.
  2252. Some wisps of smoke drift through the air.
  2253. The paddlewheel behind the ship is a whirring blur, driving the ship onwards through the water in a trail of foam.
  2254. It is a very cold backspindlewinter's morning with gusty winds and packed cloud cover.
  2255. Peals of thunder and streaks of lightning rend the sky.
  2256. There are three obvious exits: port aft, starboard aft and overboard.
  2257. Several small blazes are eagerly licking at the floorboards. Four coils of rope are coiled in a heap, a ship's wheel is standing at the prow, a small brass lantern is mounted on the prow, six iron nails are on the ground, three wooden boards are on the ground and a coil of rope is tying you to a railing.
  2258. ] You stand up.
  2259. ] ] hw
  2260. ] You take a firm grip on the ship's wheel.
  2261. ] ] ] look sea
  2262. ] You look out over the sea:
  2263. ^~~
  2264. ~$~~n n a rocky outcrop
  2265. ~n@~~ v a backward current
  2266. ~v~^~ ~ the Circle Sea near the SS Unsinkable
  2267. ^$~ ^ a forward current
  2268.  
  2269. ] ] [Everlast] Rangi: forgot to get tie rope
  2270. ] You look out over the sea:
  2271. $~~
  2272. ~^~~G G a whirlpool
  2273. ~$@~n n a rocky outcrop
  2274. ~n~~~ ^ a forward current
  2275. v~^ ~ the Circle Sea near the SS Unsinkable
  2276. ] ] ] Hp: 3485 (3727) Gp: 284 (428) Xp: 434181
  2277. ] The fire assaults you with painful heat.
  2278. ] The fire intensifies.
  2279. ] Smoke billows from the fires in the room and out to starboard aft and the sky.
  2280. ] The smoke clears.
  2281. ] ] pour buckets on fire
  2282. ] You pour the contents of two large buckets onto the fire, putting some of it out in a cloud of steam.
  2283. ] ] ] ] turn wheel left by 1 notches
  2284. ] You turn the ship's wheel, which rotates one notch to the left.
  2285. ] ] ] [Everlast] Reva: gona have to feed down here
  2286. ] ] The ship shudders around you as it turns to port.
  2287. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  2288. ] You look out over the sea:
  2289. ~~$
  2290. ~$^~~ G a whirlpool
  2291. ~n@~~ n a rocky outcrop
  2292. v~~~G v a backward current
  2293. ^~~ ~ the Circle Sea near the SS Unsinkable
  2294. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  2295. ] centre wheel
  2296. ] You turn the ship's wheel, which rotates one notch to starboard.
  2297. ] ] frimble !Wheel Reset!
  2298. ] !Wheel Reset!
  2299. ] ] ] gs do it
  2300. ] [Everlast] Nethuns: do it
  2301. ] ] ] l
  2302. ] [fore end of the upper deck]
  2303. @
  2304. / \
  2305. *+ +*
  2306. | |
  2307. This is the foremost point of the ship. The ship's wheel stands at the prow, the railings on each side of the ship meet before it at a point and the wide blue ocean lies all around you. The windowed bridge room is just aft of here, but you can go around it to port aft and starboard aft.
  2308. Some wisps of smoke drift through the air.
  2309. The paddlewheel behind the ship is a whirring blur, driving the ship onwards through the water in a trail of foam.
  2310. It is a very cold backspindlewinter's morning with gusty winds and packed cloud cover.
  2311. Peals of thunder and streaks of lightning rend the sky.
  2312. There are three obvious exits: port aft, starboard aft and overboard.
  2313. A small fire has started here. Four coils of rope are coiled in a heap, a ship's wheel is standing at the prow, a small brass lantern is mounted on the prow, six iron nails are on the ground, three wooden boards are on the ground and a coil of rope is tying you to a railing.
  2314. ] ] Caught in a strong forwards current, the ship vibrates intensely as it zooms ahead a few miles.
  2315. ] Steering deftly into the current, you make it carry the ship further than it would have.
  2316. ] You look out over the sea:
  2317. ~~~
  2318. ^~~v~ $ some dire seaweed
  2319. ~~@$~ G a whirlpool
  2320. n^~v~ v a backward current
  2321. ~G~ ^ a forward current
  2322. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  2323. ] Smoke billows from the fire in the room and out to port aft and the sky.
  2324. ] ] sof
  2325. ] You stamp out the fire.
  2326. ] [Damaar leaves Discworld -- helped me with my pishe alt]
  2327. ] ] ] As you finish the third leg of your impossible voyage, you feel like the experience of sailing across the sea has been enlightening. (156800 xp)
  2328. ] The worst of the thunderstorm passes as hailstones begin to rain from the sky.
  2329. ] You look out over the sea:
  2330. ~~~
  2331. $~~~~ n a rocky outcrop
  2332. ~n@~n v a backward current
  2333. ^~~v~ ~ the Circle Sea near the SS Unsinkable
  2334. ^~v ^ a forward current
  2335. ] turn wheel right by 1 notches
  2336. ] The hull groans alarmingly. It seems to be creaking a little more than before.
  2337. ] You turn the ship's wheel, which rotates one notch to the right.
  2338. ] ] ] ] The ship shudders around you as it turns to starboard.
  2339. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  2340. ] You look out over the sea:
  2341. =O$
  2342. ~~~~n O a giant turtle
  2343. ~~@~~ v a backward current
  2344. -~~v$ ~ the Circle Sea near the SS Unsinkable
  2345. n~~ n a rocky outcrop
  2346. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  2347. ] ] centre wheel
  2348. frimble !Wheel Reset!
  2349. ] You turn the ship's wheel, which rotates one notch to port.
  2350. ] ] !Wheel Reset!
  2351. ] ] i
  2352. ] Queued command: i
  2353. ] ] You are unburdened (24%) by:
  2354. Holding : a shipwright's hammer (left hand).
  2355. Wearing : a pink crystal ring, a baby kraken, a black leather eye patch, a silver fishhook earring, a gold and red coral ring, a gold and mahogany ring, a smuggler's longcoat, a smuggler's tricorn and Leviathan Boots.
  2356. (under) : a staff harness, a Tang family crest, a keyring necklace, a club badge, a pair of gleaming grflx leather leggings, a scalemail speedo, a line of shark teeth, a soft grflx leather shirt, Booty, Kraken Scale, a sea serpent scale and some smuggler's lingerie.
  2357. Carrying: Cuttle Fish, ten iron nails and two large buckets.
  2358. Your purse contains only moths.
  2359. ] ] ] get 3 boards
  2360. ] You release the ship's wheel.
  2361. ] You release the ship's wheel.
  2362. ] You release the ship's wheel.
  2363. ] You get three wooden boards from the fore end of the upper deck.
  2364. ] ] ] ] ] ] look overboard
  2365. ] This expanse of water is the surface of the Circle Sea. As with most large bodies of water, the direction which should command the greatest amount of caution is down, firstly because if you stop swimming that's the first way you're going to be heading, and secondly because it's practically impossible to tell what's lurking in wait below your dangling toes. The SS Unsinkable lies to the south.
  2366. The SS Unsinkable's hull has a few strands of glowing dire seaweed clinging to it, slowly dissolving the wood, and looks rather dented.
  2367. It is a freezing cold backspindlewinter's morning with strong winds, medium cloud cover and driving hail.
  2368. There are nine obvious exits: board, down, fore, starboard, port, starboard fore, port aft, starboard aft and port fore.
  2369. ] ] You look out over the sea:
  2370. ~~~
  2371. ~=O$~ O a giant turtle
  2372. ~~@~n n a rocky outcrop
  2373. ~~~~~ v a backward current
  2374. ~~v ~ the Circle Sea near the SS Unsinkable
  2375. ] ] [Everlast] Reva: worth holding out or not gonna happen?
  2376. ] ] ] You hear the distinctive sound of an angry giant turtle bellowing, followed by the rather less distinctive sound of a giant bite being taken out of the ship.
  2377. ] The hull groans alarmingly. It's taking quite a beating.
  2378. ] ] ] Hp: 3573 (3727) Gp: 308 (428) Xp: 591635
  2379. ] Hail from above rains down upon you!
  2380. ] You look out over the sea:
  2381. ~~~
  2382. =~~~~ $ some dire seaweed
  2383. ~=@$~ n a rocky outcrop
  2384. ~~~~n ~ the Circle Sea near the SS Unsinkable
  2385. ~~~ = an ice floe
  2386. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  2387. ] ] gs um about 140
  2388. ] [Everlast] Nethuns: um about 140
  2389. ] ] ] overboard
  2390. ] You climb over the railing and jump into the sea with a splash.
  2391. ] You release the ship's wheel.
  2392. ] You start to swim.
  2393. ] [the Circle Sea near the SS Unsinkable]
  2394. ~~~~~~~~~
  2395. ~~~~~~~~~
  2396. ~~~~~~~~~
  2397. ~~~~~~~~~
  2398. ~~~~@~~~~
  2399. ~=~~@~~$~
  2400. ~~~~~~~~~
  2401. ~~~~~~~~~
  2402. ~~~~~~~~~
  2403. This expanse of water is the surface of the Circle Sea. As with most large bodies of water, the direction which should command the greatest amount of caution is down, firstly because if you stop swimming that's the first way you're going to be heading, and secondly because it's practically impossible to tell what's lurking in wait below your dangling toes. The SS Unsinkable lies to the south.
  2404. The SS Unsinkable's hull has a few strands of glowing dire seaweed clinging to it, slowly dissolving the wood, and bears the marks of multiple impacts.
  2405. It is a freezing cold backspindlewinter's morning with strong winds, medium cloud cover and driving hail.
  2406. There are nine obvious exits: board, down, fore, starboard, port, starboard fore, port aft, starboard aft and port fore.
  2407. ] ] ] ] Hp: 3608 (3727) Gp: 314 (428) Xp: 591641
  2408. ] The salt water stings as it soothes your burns.
  2409. ] The ship steams off, dragging you along by the rope tied around your waist.
  2410. ] The dire seaweed clinging onto the hull glows faintly, eating its way through the hull.
  2411. ] ] ] repair hull with boards and nails
  2412. board
  2413. ] Each strike of your shipwright's hammer lands as if guided by your will.
  2414. ] You slowly nail three boards onto the ship's hull, bringing it back to top condition.
  2415. ] ] Queued command: board
  2416. ] ] You climb aboard the ship.
  2417. ] [fore end of the upper deck]
  2418. @
  2419. / \
  2420. *+ +*
  2421. | |
  2422. This is the foremost point of the ship. The ship's wheel stands at the prow, the railings on each side of the ship meet before it at a point and the wide blue ocean lies all around you. The windowed bridge room is just aft of here, but you can go around it to port aft and starboard aft.
  2423. The paddlewheel behind the ship is a whirring blur, driving the ship onwards through the water in a trail of foam.
  2424. It is a freezing cold backspindlewinter's morning with strong winds, medium cloud cover and driving hail.
  2425. There are three obvious exits: port aft, starboard aft and overboard.
  2426. Four coils of rope are coiled in a heap, a ship's wheel is standing at the prow, a small brass lantern is mounted on the prow, six iron nails are on the ground and a coil of rope is tying you to a railing.
  2427. ] You stand up.
  2428. ] ] ] ] hw
  2429. ] You take a firm grip on the ship's wheel.
  2430. ] ] ] look sea
  2431. ] Queued command: look sea
  2432. ] [Zeur enters Discworld -- hunted with me]
  2433. ] You look out over the sea:
  2434. ~$O
  2435. ~~~~~ O a giant turtle
  2436. =~@~~ ~ the Circle Sea near the SS Unsinkable
  2437. ~=O$~ = an ice floe
  2438. ~~~ $ some dire seaweed
  2439.  
  2440. ] ] [Everlast] Reva: mmm, lets try our luck
  2441. ] You look out over the sea:
  2442. n^~
  2443. ~~$O^ O a giant turtle
  2444. ~~@~~ n a rocky outcrop
  2445. =~~~~ ^ a forward current
  2446. =O$ ~ the Circle Sea near the SS Unsinkable
  2447. ] ] ] turn wheel right by 2 notches
  2448. ] Waves wash against the sides of the ship.
  2449. ] You turn the ship's wheel, which rotates two notches to the right.
  2450. ] ] ] Reva Angelic swaggers in nautically from starboard aft.
  2451. ] ] Reva Angelic drops two wooden boards.
  2452. ] Reva Angelic swaggers out nautically port aft.
  2453. ] ] The ship shudders around you as it turns sharply to starboard.
  2454. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  2455. ] You look out over the sea:
  2456. ^~~
  2457. ~O~~$ O a giant turtle
  2458. ^$@~O ^ a forward current
  2459. n~~~= n a rocky outcrop
  2460. ~~= ~ the Circle Sea near the SS Unsinkable
  2461. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  2462. ] centre wheel
  2463. ] You turn the ship's wheel, which rotates two notches to port.
  2464. ] ] frimble !Wheel Reset!
  2465. ] !Wheel Reset!
  2466. ] ] ] l
  2467. ] [fore end of the upper deck]
  2468. @
  2469. / \
  2470. *+ +*
  2471. | |
  2472. This is the foremost point of the ship. The ship's wheel stands at the prow, the railings on each side of the ship meet before it at a point and the wide blue ocean lies all around you. The windowed bridge room is just aft of here, but you can go around it to port aft and starboard aft.
  2473. The paddlewheel behind the ship is turning at a moderate pace, pushing the ship onwards through the water.
  2474. It is a freezing cold backspindlewinter's morning with strong winds, medium cloud cover and driving hail.
  2475. There are three obvious exits: port aft, starboard aft and overboard.
  2476. Four coils of rope are coiled in a heap, a ship's wheel is standing at the prow, a small brass lantern is mounted on the prow, six iron nails are on the ground, two wooden boards are on the ground and a coil of rope is tying you to a railing.
  2477. ] ] ] ] ] Hp: 3563 (3727) Gp: 251 (428) Xp: 592395
  2478. ] Hail from above rains down upon you!
  2479. ] Ice slowly gathers on the ground.
  2480. ] You look out over the sea:
  2481. v~~
  2482. O^~~~ O a giant turtle
  2483. ~O@~$ v a backward current
  2484. ^$~~O ^ a forward current
  2485. ~~~ ~ the Circle Sea near the SS Unsinkable
  2486. ] ] turn wheel left by 1 notches
  2487. ] You turn the ship's wheel, which rotates one notch to the left.
  2488. ] ] ] ] The ship shudders around you as it turns to port.
  2489. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  2490. ] You look out over the sea:
  2491. O~v
  2492. ^O^~~ G a whirlpool
  2493. n$@~G O a giant turtle
  2494. ~~~~~ v a backward current
  2495. ~=O ^ a forward current
  2496. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  2497. ] ] centre wheel
  2498. frimble !Wheel Reset!
  2499. ] You turn the ship's wheel, which rotates one notch to starboard.
  2500. ] ] !Wheel Reset!
  2501. ] ] ] The steam from the smokestack dwindles to nothing as the ship slows to a halt.
  2502. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  2503. ] Smoke billows out to the sky.
  2504. ] ] ] i
  2505. ] You are unburdened (43%) by:
  2506. Holding : a shipwright's hammer (left hand).
  2507. Wearing : a pink crystal ring, a baby kraken, a black leather eye patch, a silver fishhook earring, a gold and red coral ring, a gold and mahogany ring, a smuggler's longcoat, a smuggler's tricorn and Leviathan Boots.
  2508. (under) : a staff harness, a Tang family crest, a keyring necklace, a club badge, a pair of gleaming grflx leather leggings, a scalemail speedo, a line of shark teeth, a soft grflx leather shirt, Booty, Kraken Scale, a sea serpent scale and some smuggler's lingerie.
  2509. Carrying: Cuttle Fish, four iron nails and two large buckets.
  2510. Your purse contains only moths.
  2511. ] ] l
  2512. ] [fore end of the upper deck]
  2513. @
  2514. / \
  2515. *+ +*
  2516. | |
  2517. This is the foremost point of the ship. The ship's wheel stands at the prow, the railings on each side of the ship meet before it at a point and the wide blue ocean lies all around you. The windowed bridge room is just aft of here, but you can go around it to port aft and starboard aft.
  2518. A little ice has formed around the edges of the floor.
  2519. The ship is floating peacefully at a standstill.
  2520. It is a freezing cold backspindlewinter's morning with strong winds, medium cloud cover and driving hail.
  2521. There are three obvious exits: port aft, starboard aft and overboard.
  2522. Four coils of rope are coiled in a heap, a ship's wheel is standing at the prow, a small brass lantern is mounted on the prow, six iron nails are on the ground, two wooden boards are on the ground and a coil of rope is tying you to a railing.
  2523. ] ] ] [Everlast] Reva: wha?
  2524. ] Steam whistles from the smokestack as the ship begins to move.
  2525. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  2526. ] ] ] ] ] gs stippity stoppity
  2527. ] [Everlast] Nethuns: stippity stoppity
  2528. ] ] ] look sea
  2529. ] You look out over the sea:
  2530. O~v
  2531. ^O^~~ G a whirlpool
  2532. n$@~G O a giant turtle
  2533. ~~~~~ v a backward current
  2534. ~=O ^ a forward current
  2535.  
  2536. ] ] ] ] Caught in a strong forwards current, the ship vibrates intensely as it zooms ahead a few miles.
  2537. ] Steering deftly into the current, you make it carry the ship further than it would have.
  2538. ] You look out over the sea:
  2539. ~~v
  2540. ~~~^~ @ a wrecked ship, SS Unsinkable
  2541. ~n@~- v a backward current
  2542. @^~~~ n a rocky outcrop
  2543. ^~~ ~ the Circle Sea near the SS Unsinkable
  2544. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  2545. ] ] ] ] turn wheel left by 1 notches
  2546. ] You turn the ship's wheel, which rotates one notch to the left.
  2547. ] ] ] The ship shudders around you as it turns to port.
  2548. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  2549. ] You look out over the sea:
  2550. ~^~
  2551. @n~~v @ a wrecked ship, SS Unsinkable
  2552. ~^@^^ G a whirlpool
  2553. ^~~~~ v a backward current
  2554. ~G~ n a rocky outcrop
  2555. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  2556. ] centre wheel
  2557. ] You turn the ship's wheel, which rotates one notch to starboard.
  2558. ] ] frimble !Wheel Reset!
  2559. ] !Wheel Reset!
  2560. ] ] ] [Everlast] Reva: run dragon run
  2561. ] get sextant from component pouch into right hand
  2562. ] You get a navigator's sextant from a pocket in Booty.
  2563. ] You hold a navigator's sextant in your right hand.
  2564. ] ] ] look sars
  2565. put sextant in component pouch
  2566. ] Cannot find "sars", no match.
  2567. ] ] You put the navigator's sextant in a pocket in Booty.
  2568. ] ] ] ] You look out over the sea:
  2569. ~~~
  2570. ~~^~~ @ a wrecked ship, SS Unsinkable
  2571. @n@~v v a backward current
  2572. ~^~^^ n a rocky outcrop
  2573. ~~~ ^ a forward current
  2574. ] ] get sextant from component pouch into right hand
  2575. ] You get a navigator's sextant from a pocket in Booty.
  2576. ] You hold a navigator's sextant in your right hand.
  2577. ] ] ] ] look stars
  2578. put sextant in component pouch
  2579. ] The stars aren't out right now. Perhaps you could look at the sun instead?
  2580. ] ] You put the navigator's sextant in a pocket in Booty.
  2581. ] ] ] ] ] get sextant from component pouch into right hand
  2582. ] You get a navigator's sextant from a pocket in Booty.
  2583. ] You hold a navigator's sextant in your right hand.
  2584. ] ] ] ] look sun
  2585. put sextant in component pouch
  2586. ] Squinting up at the sun, you determine that the ship is heading hubwards and that you're one hundred and five miles rimwards and nine miles turnwise of Ankh-Morpork.
  2587. ] ] You put the navigator's sextant in a pocket in Booty.
  2588. ] ] ] ] ] ] Squelch.
  2589. ] ] [Everlast] Reva: and yeah gotta feed
  2590. ] Caught in a strong forwards current, the ship vibrates intensely as it zooms ahead a few miles.
  2591. ] Steering deftly into the current, you make it carry the ship further than it would have.
  2592. ] ] ] Hp: 3727 (3727) Gp: 281 (428) Xp: 592882
  2593. ] Hail from above rains down upon you!
  2594. ] Ice slowly gathers on the ground.
  2595. ] You look out over the sea:
  2596. ~*~
  2597. v~$~~ v a backward current
  2598. =~@^~ ~ the Circle Sea near the SS Unsinkable
  2599. ~~~~~ - some driftwood
  2600. ~=- = an ice floe
  2601. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  2602. ] l
  2603. ] [fore end of the upper deck]
  2604. @
  2605. / \
  2606. *+ +*
  2607. | |
  2608. This is the foremost point of the ship. The ship's wheel stands at the prow, the railings on each side of the ship meet before it at a point and the wide blue ocean lies all around you. The windowed bridge room is just aft of here, but you can go around it to port aft and starboard aft.
  2609. Some of the floor is coated in a slippery layer of ice.
  2610. The paddlewheel behind the ship is turning rapidly, powering the ship onwards through the water in a trail of foam.
  2611. It is a freezing cold backspindlewinter's morning with strong winds, medium cloud cover and driving hail.
  2612. There are three obvious exits: port aft, starboard aft and overboard.
  2613. Four coils of rope are coiled in a heap, a ship's wheel is standing at the prow, a small brass lantern is mounted on the prow, six iron nails are on the ground, two wooden boards are on the ground and a coil of rope is tying you to a railing.
  2614. ] ] turn wheel left by 1 notches
  2615. ] You turn the ship's wheel, which rotates one notch to the left.
  2616. ] ] The ship shudders around you as it turns to port.
  2617. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  2618. ] You look out over the sea:
  2619. v~~
  2620. ~~~$~ v a backward current
  2621. ~~@~~ ^ a forward current
  2622. ~~~^~ ~ the Circle Sea near the SS Unsinkable
  2623. -=~ = an ice floe
  2624. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  2625. ] centre wheel
  2626. ] You turn the ship's wheel, which rotates one notch to starboard.
  2627. ] ] frimble !Wheel Reset!
  2628. ] !Wheel Reset!
  2629. ] ] break ice with hammer
  2630. ] Kneeling down, you start to break the gathered ice on the ground with a shipwright's hammer.
  2631. ] ] You look out over the sea:
  2632. ~~~
  2633. ~v~~@ @ SS Unsinkable, a wrecked ship
  2634. -=@*= * an iceberg
  2635. ~~~$~ v a backward current
  2636. ~~^ ^ a forward current
  2637. ] Smoke billows out to the sky.
  2638. ] You break up the ice on the floor and clear it away, tidying up the place.
  2639. ] gs do what you gotta do
  2640. ] [Everlast] Nethuns: do what you gotta do
  2641. ] ] turn wheel right by 1 notches
  2642. ] Queued command: turn wheel right by 1 notches
  2643. ] ] You turn the ship's wheel, which rotates one notch to the right.
  2644. ] The ship shudders around you as it turns to starboard.
  2645. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  2646. ] You look out over the sea:
  2647. ~~@
  2648. ~~~*~ @ SS Unsinkable, a wrecked ship
  2649. Gv@$~ G a whirlpool
  2650. ~=~~^ ~ the Circle Sea near the SS Unsinkable
  2651. ~~~ ^ a forward current
  2652. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  2653. ] centre wheel
  2654. ] You turn the ship's wheel, which rotates one notch to port.
  2655. ] ] frimble !Wheel Reset!
  2656. ] !Wheel Reset!
  2657. ] ] gs we about 80
  2658. ] [Everlast] Nethuns: we about 80
  2659. ] ] You look out over the sea:
  2660. ~.n
  2661. ~~~@= @ SS Unsinkable, a wrecked ship
  2662. ~~@*~ * an iceberg
  2663. Gv~$~ G a whirlpool
  2664. =~~ n a rocky outcrop
  2665. ] Smoke billows out to overboard and the sky.
  2666. ] Hail from above rains down upon you, but leaves you unhurt.
  2667. ] You look out over the sea:
  2668. ~~v
  2669. ~~.n. n a rocky outcrop
  2670. ~~@@= . some floating debris
  2671. ~~~*~ ~ the Circle Sea near the SS Unsinkable
  2672. v~$ v a backward current
  2673. ] overboard
  2674. ] You climb over the railing and jump into the sea with a splash.
  2675. ] You release the ship's wheel.
  2676. ] You start to swim.
  2677. ] [the Circle Sea near the SS Unsinkable]
  2678. ~~~~~~~v~
  2679. ~~~~~~~~~
  2680. ~~~~.~~n~
  2681. ~~~~~~~~~
  2682. ~~~~@~~~~
  2683. ~~~~@~~@~
  2684. ~~~~~~~~~
  2685. ~~~~~~~~~
  2686. ~~~~~~~*~
  2687. This expanse of water is the surface of the Circle Sea. As with most large bodies of water, the direction which should command the greatest amount of caution is down, firstly because if you stop swimming that's the first way you're going to be heading, and secondly because it's practically impossible to tell what's lurking in wait below your dangling toes. The SS Unsinkable lies to the south.
  2688. The SS Unsinkable's hull is in perfect condition.
  2689. It is a freezing cold backspindlewinter's morning with strong winds, medium cloud cover and driving hail.
  2690. There are nine obvious exits: board, down, fore, starboard, port, starboard fore, port aft, starboard aft and port fore.
  2691. ] ] The rain of hailstones slowly peters off and the clouds overhead lighten and scatter to the winds as the weather calms.
  2692. ] You catch the incoming piece of shipwreck debris before it hits the hull.
  2693. ] The ship steams off, dragging you along by the rope tied around your waist.
  2694. ] look sea
  2695. ] The sea spreads out around you in all directions:
  2696. ~~~~~
  2697. ~~~~~~~~~ @ SS Unsinkable, a wrecked ship
  2698. ~~-~~~~~~~~ v a backward current
  2699. ~~~~~~~~~~~~~ . some floating debris
  2700. ~~~~~~~~~v~~~ n a rocky outcrop
  2701. ~~~~~~~~~~v~~~~ ~ the Circle Sea near the SS Unsinkable
  2702. ~~~~~~~~~~v~~~~ - some driftwood
  2703. ~~~~~~~@~~~~~~~ = an ice floe
  2704. ~~~~~~~@~~n~~.~
  2705. ~~~~~~~~~~~~~~~
  2706. ~~~~~~~~~~~~~
  2707. ~~~~~~~~~@~~=
  2708. ~~~~~~~~~~~
  2709. ~~~~~~~~~
  2710. ~~~~~
  2711.  
  2712. ] ] ] ] The ship steams off, dragging you along by the rope tied around your waist.
  2713. ] look sea
  2714. ] The sea spreads out around you in all directions:
  2715. ~~~~~
  2716. ~~~~~~~~~ @ SS Unsinkable
  2717. ~~~~~-~~~~~ v a backward current
  2718. ~~~~~~~~~~~~~ . some floating debris
  2719. ~~~~~~~~~~~~~ n a rocky outcrop
  2720. ~~~~-~~~~~~~~~~ ~ the Circle Sea near the SS Unsinkable
  2721. ~~~~~~~~~~~~~~~ - some driftwood
  2722. ~~~~~~~@~~v~~~~
  2723. ~~~~~~~@~~v~~~~
  2724. ~~~~~~~~~~v~~~~
  2725. ~~~~~~~~~~~~~
  2726. ~~~~~~~~~n~~.
  2727. ~~~~~~~~~~~
  2728. ~~~~~~~~~
  2729. ~~~~~
  2730.  
  2731. ] ] board
  2732. ] You climb aboard the ship.
  2733. ] [fore end of the upper deck]
  2734. @
  2735. / \
  2736. *+ +*
  2737. | |
  2738. This is the foremost point of the ship. The ship's wheel stands at the prow, the railings on each side of the ship meet before it at a point and the wide blue ocean lies all around you. The windowed bridge room is just aft of here, but you can go around it to port aft and starboard aft.
  2739. Some wisps of smoke drift through the air.
  2740. The paddlewheel behind the ship is turning rapidly, powering the ship onwards through the water in a trail of foam.
  2741. It is a warm backspindlewinter's morning with a gentle breeze and a beautifully clear sky.
  2742. There are three obvious exits: port aft, starboard aft and overboard.
  2743. Four coils of rope are coiled in a heap, a ship's wheel is standing at the prow, a small brass lantern is mounted on the prow, six iron nails are on the ground, two wooden boards are on the ground and a coil of rope is tying you to a railing.
  2744. ] You stand up.
  2745. ] ] hw
  2746. ] You take a firm grip on the ship's wheel.
  2747. ] ] drop woods
  2748. ] You drop a piece of shipwreck debris.
  2749. ] ] ] ] look sea
  2750. ] Queued command: look sea
  2751. ] ] Smoke billows out to port aft and the sky.
  2752. ] You look out over the sea:
  2753. ~-~
  2754. ~-~~~ @ SS Unsinkable, a wrecked ship
  2755. ~~@v~ . some floating debris
  2756. ~~~n. n a rocky outcrop
  2757. ~~@ ~ the Circle Sea near the SS Unsinkable
  2758.  
  2759. ] turn wheel right by 1 notches
  2760. ] You turn the ship's wheel, which rotates one notch to the right.
  2761. ] ] [Everlast] Reva: yeah took too long
  2762. ] The ship shudders around you as it turns to starboard.
  2763. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  2764. ] You look out over the sea:
  2765. $~n
  2766. n~~~~ n a rocky outcrop
  2767. ~-@~~ . some floating debris
  2768. ~~~v. v a backward current
  2769. ~~~ ~ the Circle Sea near the SS Unsinkable
  2770. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  2771. ] centre wheel
  2772. ] You turn the ship's wheel, which rotates one notch to port.
  2773. ] ] frimble !Wheel Reset!
  2774. ] !Wheel Reset!
  2775. ] ] gs i try!
  2776. ] [Everlast] Nethuns: i try!
  2777. ] ] You look out over the sea:
  2778. ~~~
  2779. ^$~n^ * an iceberg
  2780. ~~@*~ ^ a forward current
  2781. n~~~~ n a rocky outcrop
  2782. ~~v v a backward current
  2783. ] turn wheel left by 2 notches
  2784. ] You turn the ship's wheel, which rotates two notches to the left.
  2785. ] ] The ship shudders around you as it turns sharply to port.
  2786. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  2787. ] You look out over the sea:
  2788. n~^
  2789. ~~~$~ n a rocky outcrop
  2790. ~~@~~ v a backward current
  2791. v~*n~ ^ a forward current
  2792. ~~^ ~ the Circle Sea near the SS Unsinkable
  2793. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  2794. ] centre wheel
  2795. ] You turn the ship's wheel, which rotates two notches to starboard.
  2796. ] ] frimble !Wheel Reset!
  2797. ] !Wheel Reset!
  2798. ] ] gs jus l
  2799. ] [Everlast] Nethuns: jus l
  2800. ] ] You look out over the sea:
  2801. ~$~
  2802. ~n~^^ ^ a forward current
  2803. --@$~ n a rocky outcrop
  2804. ~~~$~ ~ the Circle Sea near the SS Unsinkable
  2805. ~*n - some driftwood
  2806. ] gs oop
  2807. ] [Everlast] Nethuns: oop
  2808. ] ] l
  2809. ] Queued command: l
  2810. ] ] [fore end of the upper deck]
  2811. @
  2812. / \
  2813. *+ +*
  2814. | |
  2815. This is the foremost point of the ship. The ship's wheel stands at the prow, the railings on each side of the ship meet before it at a point and the wide blue ocean lies all around you. The windowed bridge room is just aft of here, but you can go around it to port aft and starboard aft.
  2816. The paddlewheel behind the ship is turning rapidly, powering the ship onwards through the water in a trail of foam.
  2817. It is a warm backspindlewinter's morning with a gentle breeze and a beautifully clear sky.
  2818. There are three obvious exits: port aft, starboard aft and overboard.
  2819. Four coils of rope are coiled in a heap, a ship's wheel is standing at the prow, a small brass lantern is mounted on the prow, six iron nails are on the ground, two wooden boards and a piece of shipwreck debris are on the ground and a coil of rope is tying you to a railing.
  2820. ] turn wheel right by 1 notches
  2821. ] You turn the ship's wheel, which rotates one notch to the right.
  2822. ] ] Squelch.
  2823. ] The ship shudders around you as it turns to starboard.
  2824. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  2825. ] You look out over the sea:
  2826. ~~^
  2827. ~~^$~ $ some dire seaweed
  2828. ~n@$~ ^ a forward current
  2829. ~-~~n n a rocky outcrop
  2830. ~~~ ~ the Circle Sea near the SS Unsinkable
  2831. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  2832. ] centre wheel
  2833. ] You turn the ship's wheel, which rotates one notch to port.
  2834. ] ] frimble !Wheel Reset!
  2835. ] !Wheel Reset!
  2836. ] ] The giant paddlewheel behind the ship drives it onwards at a rapid rate, leaving a trail of foam behind it.
  2837. ] Caught in a strong forwards current, the ship vibrates intensely as it zooms ahead a few miles.
  2838. ] Steering deftly into the current, you make it carry the ship further than it would have.
  2839. ] You look out over the sea:
  2840. ~=~
  2841. ~-~~= ^ a forward current
  2842. ~~@~= ~ the Circle Sea near the SS Unsinkable
  2843. ~*~~^ = an ice floe
  2844. -~$ - some driftwood
  2845. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  2846. ] l
  2847. ] [fore end of the upper deck]
  2848. @
  2849. / \
  2850. *+ +*
  2851. | |
  2852. This is the foremost point of the ship. The ship's wheel stands at the prow, the railings on each side of the ship meet before it at a point and the wide blue ocean lies all around you. The windowed bridge room is just aft of here, but you can go around it to port aft and starboard aft.
  2853. The paddlewheel behind the ship is turning rapidly, powering the ship onwards through the water in a trail of foam.
  2854. It is a warm backspindlewinter's morning with a gentle breeze and a beautifully clear sky.
  2855. There are three obvious exits: port aft, starboard aft and overboard.
  2856. Four coils of rope are coiled in a heap, a ship's wheel is standing at the prow, a small brass lantern is mounted on the prow, six iron nails are on the ground, two wooden boards and a piece of shipwreck debris are on the ground and a coil of rope is tying you to a railing.
  2857. ] ] gs 3/5 speed we missin a drag?
  2858. ] [Everlast] Nethuns: 3/5 speed we missin a drag?
  2859. ] ] look sea
  2860. ] You look out over the sea:
  2861. ~=~
  2862. ~-~~= ^ a forward current
  2863. ~~@~= ~ the Circle Sea near the SS Unsinkable
  2864. ~*~~^ = an ice floe
  2865. -~$ - some driftwood
  2866.  
  2867. ] ] [Everlast] Reva: i said i was feedin
  2868. ] turn wheel right by 1 notches
  2869. ] You turn the ship's wheel, which rotates one notch to the right.
  2870. ] ] The ship shudders around you as it turns to starboard.
  2871. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  2872. ] You look out over the sea:
  2873. O~~
  2874. ~~^=~ O a giant turtle
  2875. ^=@=O ^ a forward current
  2876. ~~~~^ ~ the Circle Sea near the SS Unsinkable
  2877. ~*~ = an ice floe
  2878. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  2879. ] Smoke billows out to overboard and the sky.
  2880. ] centre wheel
  2881. ] You turn the ship's wheel, which rotates one notch to port.
  2882. ] ] frimble !Wheel Reset!
  2883. ] !Wheel Reset!
  2884. ] ] [Everlast] Reva: we should be 4 again
  2885. ] gs pft
  2886. ] [Everlast] Nethuns: pft
  2887. ] ] Caught in a strong forwards current, the ship vibrates intensely as it zooms ahead a few miles.
  2888. ] Steering deftly into the current, you make it carry the ship further than it would have.
  2889. ] You look out over the sea:
  2890. ~*~
  2891. ~~v~~ G a whirlpool
  2892. ~G@~v v a backward current
  2893. ~-~^~ ^ a forward current
  2894. ~~~ ~ the Circle Sea near the SS Unsinkable
  2895. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  2896. ] l
  2897. ] [fore end of the upper deck]
  2898. @
  2899. / \
  2900. *+ +*
  2901. | |
  2902. This is the foremost point of the ship. The ship's wheel stands at the prow, the railings on each side of the ship meet before it at a point and the wide blue ocean lies all around you. The windowed bridge room is just aft of here, but you can go around it to port aft and starboard aft.
  2903. The paddlewheel behind the ship is a whirring blur, driving the ship onwards through the water in a trail of foam.
  2904. It is a warm backspindlewinter's morning with a gentle breeze and a beautifully clear sky.
  2905. There are three obvious exits: port aft, starboard aft and overboard.
  2906. Four coils of rope are coiled in a heap, a ship's wheel is standing at the prow, a small brass lantern is mounted on the prow, six iron nails are on the ground, two wooden boards and a piece of shipwreck debris are on the ground and a coil of rope is tying you to a railing.
  2907. ] ] turn wheel left by 1 notches
  2908. ] You turn the ship's wheel, which rotates one notch to the left.
  2909. ] ] The ship shudders around you as it turns to port.
  2910. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  2911. ] You look out over the sea:
  2912. O~v
  2913. ~~~~* O a giant turtle
  2914. ~G@v~ G a whirlpool
  2915. ~-~~v v a backward current
  2916. ~^~ ^ a forward current
  2917. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  2918. ] gs about 15
  2919. ] [Everlast] Nethuns: about 15
  2920. ] ] centre wheel
  2921. ] You turn the ship's wheel, which rotates one notch to starboard.
  2922. ] ] frimble !Wheel Reset!
  2923. ] !Wheel Reset!
  2924. ] ] turn wheel left by 1 notches
  2925. ] You turn the ship's wheel, which rotates one notch to the left.
  2926. ] ] The ship shudders around you as it turns to port.
  2927. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  2928. ] You look out over the sea:
  2929. ~OO
  2930. ~G~~v O a giant turtle
  2931. ~-@~* G a whirlpool
  2932. ~~~v* v a backward current
  2933. ~~v ~ the Circle Sea near the SS Unsinkable
  2934. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  2935. ] centre wheel
  2936. ] You turn the ship's wheel, which rotates one notch to starboard.
  2937. ] ] frimble !Wheel Reset!
  2938. ] !Wheel Reset!
  2939. ] ] You look out over the sea:
  2940. ~~~
  2941. ~~OO^ O a giant turtle
  2942. ^~@~~ G a whirlpool
  2943. ~G~~v ^ a forward current
  2944. ~~v v a backward current
  2945. ] You hear the distinctive sound of an angry giant turtle bellowing, followed by the rather less distinctive sound of a giant bite being taken out of the ship.
  2946. ] The hull groans alarmingly. It seems to be creaking a little more than before.
  2947. ] You look out over the sea:
  2948. ~~~
  2949. *~~~- O a giant turtle
  2950. ~~@_~ G a whirlpool
  2951. ~~~O^ ^ a forward current
  2952. G~~ ~ the Circle Sea near the SS Unsinkable
  2953. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  2954. ] Smoke billows out to starboard aft and the sky.
  2955. ] [Everlast] Reva: ok, tell me if we drop again as boilers nearly empty
  2956. ] look sea
  2957. ] You look out over the sea:
  2958. ~~~
  2959. *~~~- O a giant turtle
  2960. ~~@_~ G a whirlpool
  2961. ~~~O^ ^ a forward current
  2962. G~~ ~ the Circle Sea near the SS Unsinkable
  2963.  
  2964. ] ] You look out over the sea:
  2965. ~HH
  2966. ~~~~H H land
  2967. ~~@~H O a giant turtle
  2968. *~O~- ~ the Circle Sea near the SS Unsinkable
  2969. ~~O - some driftwood
  2970. ] get sextant from component pouch into right hand
  2971. ] You get a navigator's sextant from a pocket in Booty.
  2972. ] You hold a navigator's sextant in your right hand.
  2973. ] ] look sun
  2974. put sextant in component pouch
  2975. ] Squinting up at the sun, you determine that the ship is heading turnwise-hubwards and that you're three miles rimwards and nine miles widdershins of Ankh-Morpork.
  2976. ] ] You put the navigator's sextant in a pocket in Booty.
  2977. ] ] ] ] turn wheel left by 1 notches
  2978. ] You turn the ship's wheel, which rotates one notch to the left.
  2979. ] ] The ship shudders around you as it turns to port.
  2980. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  2981. ] You look out over the sea:
  2982. ~~~
  2983. *~~~H H land
  2984. ~~@~H _ a coral reef
  2985. ~O~~H O a giant turtle
  2986. O_- ~ the Circle Sea near the SS Unsinkable
  2987. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  2988. ] centre wheel
  2989. ] You turn the ship's wheel, which rotates one notch to starboard.
  2990. ] ] frimble !Wheel Reset!
  2991. ] !Wheel Reset!
  2992. ] ] You look out over the sea:
  2993. ~~P
  2994. ~~~~H P a hidden dock near Ankh-Morpork
  2995. *~@~H H land
  2996. ~~~~H O a giant turtle
  2997. O~~ ~ the Circle Sea near the SS Unsinkable
  2998. ] You look out over the sea:
  2999. ~~~
  3000. =~~PH P a hidden dock near Ankh-Morpork
  3001. ~~@~H H land
  3002. *~~~H ~ the Circle Sea near the SS Unsinkable
  3003. ~~~ = an ice floe
  3004. ] turn wheel right by 1 notches
  3005. ] You turn the ship's wheel, which rotates one notch to the right.
  3006. ] ] gs don
  3007. ] [Everlast] Nethuns: don
  3008. ] ] The ship shudders around you as it turns to starboard.
  3009. ] The ship's wheel jerks in your hands, but you manage to hold it steady.
  3010. ] The ship pulls into port. You've arrived.
  3011. ] You look out over the sea:
  3012. HHH
  3013. ~~HHH H land
  3014. ~~@HH ~ the Circle Sea near the SS Unsinkable
  3015. ~~~~H
  3016. ~~~
  3017. ] You manage to keep your balance due to your steadying grip on the ship's wheel and the confidence from your four-piece smuggling outfit.
  3018. ] You have been awarded 541106 experience points for delivering eight out of eight cargo crates to your destination, working with a group of three.
  3019. ] You release the ship's wheel.
  3020. ] [hidden corner of the underdocks]
  3021. $
  3022. |
  3023. @
  3024. This discreet corner of the underdocks is hidden from both sunlight and the intrusive eyes of the law by several of the pylons that support the jetty above. There's just enough space here for a couple of boats to be moored. A dim lantern hangs from one of the pylons, shedding just enough light to deepen the shadows, and the dark entrance to what looks like a tunnel lies to the south.
  3025. There is one obvious exit: north.
  3026. Captain Smith is standing here.
  3027. A large bucket and a hacksaw are on the floor and an Impossible Voyage leaderboard is leaning against a pylon.
  3028. ] ] ] Captain Smith exclaims to Reva Angelic and you: Everything looks to be in order. Hwell done!
  3029. ] Captain Smith gives 3 Ankh-Morpork royals and 5 Ankh-Morpork ten-dollars to Reva Angelic.
  3030. ] Captain Smith says to Reva Angelic and you: Hyer kan kollekt hyerr payment hwenever hyer like.
  3031. ] collect
  3032. ] ] Captain Smith gives 3 Ankh-Morpork royals and 5 Ankh-Morpork ten-dollars to you.
  3033. ] ] ] Captain Smith gives six pieces of white ambergris to you.
  3034. ] Captain Smith says to Reva Angelic: Here's hyerr payment.
  3035. ] Captain Smith says to you: Here's hyerr payment.
  3036. ] [Everlast] Reva: not bad, was slow tho
  3037. ] gs only 17 slipstreams that time
  3038. ] [Everlast] Nethuns: only 17 slipstreams that time
  3039. ] ] Captain Smith says to you: Hyer've been doing kuite a phew missions phor us! Here's a little psomething extra.
  3040. ] Captain Smith exclaims to Reva Angelic: I don't have anything phor hyer right now. Get to hwork!
  3041. ] Reva Angelic gets a large bucket from a hidden corner of the underdocks.
  3042. ] [Everlast] Reva: ah can explain, as went real well with tanks
  3043. ] Reva Angelic sheathes Widow's Shovel and Widow's Hammer in the oiled leather thigh holster.
  3044. ] Reva Angelic gives a large bucket to you.
  3045. ] ] ] Reva Angelic gets two Sapphire Shards from a pocket in Zone between opening and closing it.
  3046. ] Reva Angelic holds two Sapphire Shards in her left hand and right hand.
  3047. tr that was amazing
  3048. ] Reva Angelic gets Death Grip from a pocket in Zone between opening and closing it.
  3049. ] Reva Angelic wears Death Grip.
  3050. ] ] ] Capita tells you: that was amazing
  3051. You tell Nethuns: that was amazing
  3052.  
  3053.  
  3054. 20:07:13: You tell Nethuns: that was amazing
  3055. 20:07:27: Nethuns fishily tells you: Yah for the top time it was 23 slipstreams
  3056. 20:07:40: Nethuns fishily tells you: so you can imagine that'd shave off a fair bit
  3057. 20:07:54: You tell Nethuns: you cleaned and repaired the hull while steering O:
  3058. 20:08:07: Nethuns fishily tells you: and did some fires! ;p
  3059. 20:08:11: You exclaim to Nethuns: and fires!
  3060. 20:08:19: Nethuns fishily tells you: i've done dragons before as well hehe
  3061. 20:08:21: You tell Nethuns: and picked up driftwood
  3062. 20:08:32: You ask Nethuns: how'd you get moving so fast?
  3063. 20:08:41: Nethuns fishily tells you: reva puts drags on straight away
  3064. 20:08:44: Nethuns fishily tells you: if you saw
  3065. 20:08:50: Nethuns fishily tells you: i run past the dragon already in the circle with no tanks
  3066. 20:08:51: You tell Nethuns: nah I was only snooping you
  3067. 20:08:55: You tell Nethuns: ah
  3068. 20:08:59: Nethuns fishily tells you: it can start fires
  3069. 20:09:02: Nethuns fishily tells you: so it's risky
  3070. 20:09:10: Nethuns fishily tells you: but if she's quick, she can have the drags heating before she fills
  3071. 20:09:25: You ask Nethuns: she gets supplies while wrangling?
  3072. 20:09:31: Nethuns fishily tells you: yeah ahha
  3073. 20:09:37: Nethuns fishily tells you: rangi doesn't really know what he's doin
  3074. 20:09:44: Nethuns fishily tells you: so he just messes about
  3075. 20:09:52: You tell Nethuns: hehe
  3076. 20:09:54: Nethuns fishily tells you: reva gets me stuff, she was also watching from the mast during fog
  3077. 20:09:57: Nethuns fishily tells you: to tell me where to go
  3078. 20:10:06: Nethuns fishily tells you: whilst wrangling
  3079. 20:10:14: You tell Nethuns: o.o
  3080. 20:10:23: Nethuns fishily tells you: she can't do lots of it, we are better with chimara
  3081. 20:10:31: Nethuns fishily tells you: cause chimara does all the searching+fixing for me
  3082. 20:10:42: Nethuns fishily tells you: so i can concentrate better and he watches from mast the entire fog
  3083. 20:11:00: Nethuns fishily tells you: you should see what happens when it's duo during gales + monster
  3084. 20:11:01: You tell Pit: sail is over, I have the log
  3085. 20:11:05: Nethuns fishily tells you: that's nuts, specially if it's kraken
  3086. 20:11:30: Nethuns fishily tells you: I think some of the problem is if you put 6 people on that sail, what do like 3 of them have to do
  3087. 20:12:09: Nethuns fishily tells you: and a lot of the other groups are like 4/6 man groups
  3088. 20:12:16: You tell Nethuns: yeah I think I should make more stuff for everyone to do
  3089. 20:12:25: Nethuns fishily tells you: maybe have it scale with players though
  3090. 20:12:29: You tell Nethuns: at least enough to encourage 4 man groups instead of 3
  3091. 20:12:36: Nethuns fishily tells you: Ah yeah fair
  3092. 20:12:53: Nethuns fishily tells you: but you can see that I'm working for my fast sails ;p
  3093. 20:13:03: Nethuns fishily tells you: It aint easy
  3094. 20:13:21: Nethuns fishily tells you: but i've prolly done like 500 sails
  3095. 20:13:23: Nethuns fishily tells you: maybe more
  3096. 20:13:28: Nethuns fishily tells you: I wish i knew how many
  3097. 20:13:56: You tell Nethuns: it's probably tracked in achievement info
  3098. 20:14:10: Nethuns fishily tells you: it just says complted :(
  3099. 20:14:36: You tell Nethuns: yeah you can't see it
  3100. 20:14:46: You tell Nethuns: but it's tracked
  3101. 20:14:52: Nethuns fishily tells you: Oh! haha that's good to know ;p
  3102. 20:15:26: Nethuns fishily asks you: Was it useful atall then?
  3103. 20:15:51: Nethuns fishily tells you: it was a 13:17 sail though, like i said chimara is where the big guns come out
  3104. 20:16:49: You tell Nethuns: it helped answer my question about how you're going so fast
  3105. 20:16:58: Nethuns fishily asks you: Oh?
  3106. 20:17:02: Nethuns fishily asks you: slipstreams?
  3107. 20:17:03: You tell Nethuns: I do still want to see what was happening belowdecks tho
  3108. 20:17:06: Nethuns fishily tells you: or the start
  3109. 20:17:20: You tell Nethuns: the start probably played a big role
  3110. 20:17:28: Nethuns fishily tells you: yah reva is why we get <10
  3111. 20:17:33: Nethuns fishily tells you: there's only so much I can do
  3112. 20:17:42: Nethuns fishily tells you: it's down to RNG and how good reva is
  3113. 20:17:57: Nethuns fishily tells you: I think <20 is captain <10 is wrangler
  3114. 20:20:14: Nethuns fishily tells you: honestly my first sail, we spent 40 minutes in one leg
  3115. 20:20:19: Nethuns fishily tells you: going round in cricles
  3116. 20:20:27: You tell Nethuns: yeah especially in headwind
  3117. 20:20:50: Nethuns fishily tells you: I think it's a natural progression though for why it goes so fast now
  3118. 20:20:56: Nethuns fishily tells you: like some people have gotten really good at it
  3119. 20:21:09: Nethuns fishily tells you: so the things that catch the newbies out and add hours
  3120. 20:21:11: You tell Nethuns: yeah high skillcap
  3121. 20:21:20: Nethuns fishily tells you: it'll be hard to balance that
  3122. 20:21:33: Nethuns fishily tells you: it's why it's rewarding I guess
  3123. 20:21:37: Nethuns fishily tells you: it feels like a high skillcap game
  3124. 20:21:47: Nethuns fishily tells you: like when you get good at it, it feels like you are actually doing something
  3125. 20:24:13: Nethuns fishily exclaims to you: Anyway i'll stop blabbering, but if you need anything just ask!
  3126.  
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